I think Create must use floats (instead of doubles) to render the train guide. You can see a similar issue on old versions of Minecraft (like 1.0) if you go really far out. In those versions, it even affects worldgen (see the farlands)
Good point, I notice a lot of Minecraft rendering uses floats instead of doubles. I would be surprised if Create’s backend logic uses floats too, though, since Minecraft coordinate positions are usually ints, longs, or doubles
You can try getting the world border closer to the center of the world with the /worldborder set 1000 1 and do this on a smaller scale. Technically it's still from one border of the world to another the only difference is that they are closer together
To explain the buggy visuals: It's a complicated problem, but long story short and very simplified, computers struggle dealing with massive numbers. The higher the number, the more inaccurate they get. Heck, some programming languages (JavaScript, for example) even struggle with small numbers as well. (0.2+0.4=0.6000000000000001 according to JavaScript) In Minecraft beta, there was a well known glitch called "The Farlands" which was caused by the terrain generation having an absolute meltdown over super big coordinates. This was eventually "fixed" - meaning the world size was limited, rather than just letting you go forever - but the root cause of the problem (floating point precision) was never solved, because it's an inherent flaw in how computers work with massive numbers. There's nothing Mojang could have done about it if they wanted to. 12+ years later, the Create mod comes out, and has issues in Flywheel (their custom renderer) because of floating point precision.
They could actually fix the problems in floating point. In Ruby, integers have an arbitrary level of precision, allowing for thousands of digit long numbers. C# also has this in it's bigint data type, and if Java does not have this, it could be implemented. Placing a decimal in the data type should not be * that * hard, in comparison to making the data type from scratch. The easiest way to do this would probably also recreate the inaccuracies at tiny scales though, and they might even be harder to deal with. Anyway, it's not worth it to solve this problem for a game like this. My concept would probably run terribly, being extremely taxing on the CPU, and fairly taxing on RAM too.
The world border always has problems in the vanilla games too mainly in the past and depending if you're playing Java or bedrock both of them play a little bit differently if you get near the border and pass the Border half the game mechanic slowly dies
The reason it won’t work is probably because of rounding errors when the position values are so high. It’s probably the same thing that causes the far lands to generate in older Minecraft versions. I did the math to see how long it would take and it would take almost 25 days to go from one border to the other with the train at the default max speed
Btw, this seems to be a bug not an intentional limitation. My first guess would be, that they use a different way to save position than in default Minecraft (probably a problem with all of create mod) and that this way has a problem in saving such big numbers. If it's this problem then it's pretty easy to fix.
what about superflat and set last layer as tran track. it should make all tracks same way so you can try go from spawn at the end without building that tracks bcs they will be already here
Still interested why world is not just divided into chunks so there would be no way to overflow. Maybe cuz it's slow, or cuz it's very rare issue for most of the games?
@@Shalz Could try out having a programmer swap out a lot of the floats in the code for doubles instead (many game devs use 32 bit floats instead of 64 bit ones for performance reasons, if you can't find anyone else I may be interested in trying it.).
@@fenix5fire the world border size is limited by the block xyz coordinates that can be packed into a long value type. Other than that, most Minecraft position code uses doubles and ints which is already pretty generous
@@sky01james28 I know. I just thought why devs not using more variables to store values, so you can use for example max integer amount of integers (if you use just two variables to store a single coordinate) to avoid overflow or precision errors. Probably its hard to process or takes too much memory or smth , but Im not sure
As many people already said, it's probably the same thing as Far Lands, so there is nothing you can do. So, just move the world border itself with /worldborder
There's a chance the create mod uses higher numbers for positioning, and the fact that you're so far out means it can't position itself right Of course normally that means parts shouldn't be glitching to be higher or lower than normal
Just move world border over. The only reason why world border exists where it is is because coordinates are limited by the size of a numerical variable that can store them. The cost of big numbers is that the decimal part becomes less and less precise until it completely disappears as the number grows. You can see that in F3. Therefore, calculations with those numbers are prone to errors, and that causes glitches or fails entirely. It appears that Minecraft uses bigger variables then creator of Create mod used. So, while Minecraft works, Create fails to read the coordinates. While blocks can be placed as part of Minecraft itself, any functionality is broken.
I highly doubt it's a deliberate limit. It's probably a bug with floating point precision or something else that means the game can't figure out which piece of track you clicked on (which is what gives you the generic "Can't target this track here" thing).
So the reason why it breaks is the same reason bedrock edition breaks at long distances. It's to do with how floating point numbers work and the fact as you get further from 0,0 the precision of the floating point gets lower. So technically Create could be made to operate properly, but functionally there is not much point.
You could use the Distant Horizon or Chunky Mod to pregenerate the chunks, I would recommend using Fabric with Sodiun, Lithium, Starlight, Entity Culling, Better Block Entities and so on for the best performance and if you ever get stuck just do /tp @s ~ ~ ~
given all these issues our first guess would be, try making the track *halfway* out to the original world border, and see if that works? because whenever the number doubles, the coordinate numbers get less precise
Loved the video @Shalz! Can't wait for the next video man! You might've been having problems with the Create Mod because of the fact that you were out by the World Border. However, Your determination to bring us Peak Comedy and Content will soon pay off and you'll get your 500K Subs man! Also, Don't forget to check out the Valkyrien Skies and Valkyrien Skies Eureka Mods man!
The reason the green track indicarion glitches so much is becausw the high numbers mess up the calculation of the rendered shapes. This also happens with other create mod things like glue indicarion and the boxes where are number or item can be set (like in redstone signals or speed controllers). I experienced this for myself but not this heavy. This is also the reason the station doesnt work properly (i think)
Ah, good point. I was wondering why the station couldn’t be placed but it’s likely bc MC uses floats for all rendering stuff, including the crosshair selection, which means the mod doesn’t know quite where the player is looking when they try to place a track or station
Create tries to store the railway lines in memory so that any train can know if it can reach any station from its current position, essentially as a pathfinding map, whereas Minecraft just doesn't care at all because minecarts only occupy 1 block and don't have their own pathing. This might mean that the game just crashes before you can even load the railway line all the way to the border.
I mean, we could in theory calculate, how long ot would take to travel the whole Minecraft world, if we know what the Maximum speed is you can allow with the config That would just be 60,000,000 (from -30,000,000 to 30,000,000) divided by the max speed to get Seconds, divide that by 60 to get minutes, again by 60 to get hours, by 24 to get days (if necessary) and by 365 to get years (if necessary)
Hey, just wanted to let you know that in Create 0.5h, you might be able to go closer to the world border. This is one of the lines from the changelog: "Improved value accuracy of various netcode when further from the worlds origin"
The reason for the train station and everything being so buggy may be the integer limit (2.147.483.647). Everything beyond that number (if integers are used in the code) will cause problems as numbers seem to randomly change, resulting in unwanted results and weird glitches.
if you are curious as to why the trains glitch out at the border, it is because of something called a floating point decimal error. idk how to explain it in a comment, but there are videos that explain it much better than i could
What you could do is estimate it, have the train start at like -500,000 and then travel to 500,000 (either x or z, doesn’t matter), and keep track of the amount of time to travel that 1 mil blocks, then, assuming the train doesn’t glitch out at any point in a hypothetical 60 mil track, you could take the time and multiply it by 60, saying that it *theoretically* could take a create mod train [x] amount of time to travel from one end of the MC world to the other
floating point calcoulations are always a bit of an issue lol even the standard 16 digit rappresentations can quickly prove too imprecise on large values
Maybe find a programmer and have them change all the 32 bit floats in create/mc itself to 64 bit doubles and see if stuff behaves better at the world border (heck if I get bored I might try it).
Ha, floating point errors, my old friends. Some games are better with them than others - KSP can handle out to a few light-years before everything gets all wobbly - but eventually things break with very large distances from the origin. That’s why there’s a world border in the first place: floating point errors used to break the world generation, so Mojang had to add a limit.
I feel like you could make a commandblock set up where the train carries a device set on a timer to place a ludicrous amount of tracks every so often. I cant, only because my computer already has a hard time generating new chunks in continuous succession as is.
Start at 0 0 then just let it run for maybe days on end at a certain speed that seems to work. Check on it about every hour or so to see if it stopped working then when it does stop working attempt to fix it then watch it for maybe 10-20 minutes. Eventually you will make it to the world border this way.
So basically, the problem lies in the way Create renders the train things. We know such issues in prior versions affecting the world gen (Far Lands). And its not fixable because the core problem is that programning languages slow down a lot and partially fail to calculate with giant numbers. There are NO known ways fo fix this so far, happens to every game. Theres only ways to partially avoid it
one day he's going to do this in real life and we'll just see him zoom across the sky shouting reversed swear words
“!Kcuf tihs muc” who is that guy flying?
Finally I can fly a train in the sky with glass beneath the tracks
Oh, I get it why he'd be saying those backwards... #BigBrainTime
that would be scary
*distantly* what the fuuf
I think Create must use floats (instead of doubles) to render the train guide. You can see a similar issue on old versions of Minecraft (like 1.0) if you go really far out. In those versions, it even affects worldgen (see the farlands)
The track targeting error occurs when Create think there's no track where you clicked. The issue is related
Good point, I notice a lot of Minecraft rendering uses floats instead of doubles. I would be surprised if Create’s backend logic uses floats too, though, since Minecraft coordinate positions are usually ints, longs, or doubles
Someone will probably recode it to use doubles instead of floats
Much respect for the racoon who traveled so far for border sightseeing
Are the raccoons and kangaroos a 1.20 thing or a mod? I, very curious and very hopeful it’s a 1.20 thing cuz I realllllly wanna pet trash-panda
@@nikolimoon6165 mod
@@baconiumo awwwwwwwwwww TT^TT I wanted a trash-panda….
@@nikolimoon6165 get the mod...
@@nikolimoon6165 dumbass really believed that
You can try getting the world border closer to the center of the world with the /worldborder set 1000 1 and do this on a smaller scale. Technically it's still from one border of the world to another the only difference is that they are closer together
it wouldnt be cool
@@vistaman1 at least it would be working
Think smarter, not harder
The reason that the tracks are weird out there is (probably) the same reason that the world border and previously the far lands exist
Floating point errors?
@@Meme-2038 yeah
Data overflow I think
Or that
thats what im talking about
i think changing most cordinate stuff to double should resolve it
A Shalz video a day keeps the depression away!
i wish
Because thank goodness he uploads daily:D
@@Darraghdodo WRONG
YAY
No, THERAPY does
"You can't pass it that's so dumb"
World border: "I'm just doing my job sir"
create mod videos are so entertaining!! keep up the good work!
To explain the buggy visuals:
It's a complicated problem, but long story short and very simplified, computers struggle dealing with massive numbers. The higher the number, the more inaccurate they get.
Heck, some programming languages (JavaScript, for example) even struggle with small numbers as well. (0.2+0.4=0.6000000000000001 according to JavaScript)
In Minecraft beta, there was a well known glitch called "The Farlands" which was caused by the terrain generation having an absolute meltdown over super big coordinates. This was eventually "fixed" - meaning the world size was limited, rather than just letting you go forever - but the root cause of the problem (floating point precision) was never solved, because it's an inherent flaw in how computers work with massive numbers. There's nothing Mojang could have done about it if they wanted to.
12+ years later, the Create mod comes out, and has issues in Flywheel (their custom renderer) because of floating point precision.
not quite, the farlands is because of the terrain generation
@@NeroDefogger which uses floating point numbers in the math..
They could actually fix the problems in floating point. In Ruby, integers have an arbitrary level of precision, allowing for thousands of digit long numbers. C# also has this in it's bigint data type, and if Java does not have this, it could be implemented. Placing a decimal in the data type should not be * that * hard, in comparison to making the data type from scratch. The easiest way to do this would probably also recreate the inaccuracies at tiny scales though, and they might even be harder to deal with.
Anyway, it's not worth it to solve this problem for a game like this. My concept would probably run terribly, being extremely taxing on the CPU, and fairly taxing on RAM too.
The world border always has problems in the vanilla games too mainly in the past and depending if you're playing Java or bedrock both of them play a little bit differently if you get near the border and pass the Border half the game mechanic slowly dies
The reason it won’t work is probably because of rounding errors when the position values are so high. It’s probably the same thing that causes the far lands to generate in older Minecraft versions. I did the math to see how long it would take and it would take almost 25 days to go from one border to the other with the train at the default max speed
alternate title: trying to build a create mod train really far from spawn for 8 minutes
@@Shalz well thats true lol
Btw, this seems to be a bug not an intentional limitation. My first guess would be, that they use a different way to save position than in default Minecraft (probably a problem with all of create mod) and that this way has a problem in saving such big numbers. If it's this problem then it's pretty easy to fix.
what about superflat and set last layer as tran track. it should make all tracks same way so you can try go from spawn at the end without building that tracks bcs they will be already here
i think your game would just crash from that many train tracks connecting to another
@@masternr_real game dont crash, thats the best part :D
@@Nefatos nice
@@Shalz how do you dowload the config menu mod
its called the floating point error and it happens in pretty much every 3d game
Still interested why world is not just divided into chunks so there would be no way to overflow. Maybe cuz it's slow, or cuz it's very rare issue for most of the games?
@@Shalz Could try out having a programmer swap out a lot of the floats in the code for doubles instead (many game devs use 32 bit floats instead of 64 bit ones for performance reasons, if you can't find anyone else I may be interested in trying it.).
@@fenix5fire the world border size is limited by the block xyz coordinates that can be packed into a long value type. Other than that, most Minecraft position code uses doubles and ints which is already pretty generous
@@sky01james28 I know. I just thought why devs not using more variables to store values, so you can use for example max integer amount of integers (if you use just two variables to store a single coordinate) to avoid overflow or precision errors. Probably its hard to process or takes too much memory or smth , but Im not sure
As many people already said, it's probably the same thing as Far Lands, so there is nothing you can do. So, just move the world border itself with /worldborder
Shalz, your upload schedule is insane. Don’t forget to rest if you need to!
There's a chance the create mod uses higher numbers for positioning, and the fact that you're so far out means it can't position itself right
Of course normally that means parts shouldn't be glitching to be higher or lower than normal
Just move world border over.
The only reason why world border exists where it is is because coordinates are limited by the size of a numerical variable that can store them. The cost of big numbers is that the decimal part becomes less and less precise until it completely disappears as the number grows. You can see that in F3. Therefore, calculations with those numbers are prone to errors, and that causes glitches or fails entirely.
It appears that Minecraft uses bigger variables then creator of Create mod used. So, while Minecraft works, Create fails to read the coordinates. While blocks can be placed as part of Minecraft itself, any functionality is broken.
Just a heads up.. //stack would have saved you a lot of copy/pasting!
Edit: Nvm. This is what I get for commenting before the video is over 🤦♂️
@@Shalz you did keep it in! I just happened to comment like 5 seconds before you did it in the video 😂
Entertaining video as always mate 😁
You don't have to load chunk to make trains working. The create mod is made a way that the trains can go even in unloaded chunks.
I highly doubt it's a deliberate limit. It's probably a bug with floating point precision or something else that means the game can't figure out which piece of track you clicked on (which is what gives you the generic "Can't target this track here" thing).
So the reason why it breaks is the same reason bedrock edition breaks at long distances.
It's to do with how floating point numbers work and the fact as you get further from 0,0 the precision of the floating point gets lower. So technically Create could be made to operate properly, but functionally there is not much point.
I'm so happy that's it's winter break so you can keep making awesome videos!
yes
My winter break ended today :(
Respect for your determination and not giving up.😊
You could use the Distant Horizon or Chunky Mod to pregenerate the chunks, I would recommend using Fabric with Sodiun, Lithium, Starlight, Entity Culling, Better Block Entities and so on for the best performance and if you ever get stuck just do /tp @s ~ ~ ~
I think you should build a working railway with cargo and the passenger trains stations and have some building stations❤ that would be really cool
Babe wake up, Shalz posted an another Create train video 🔛🔝🔥🔥
Jag älskar dina videos de är så roliga att titta på och de underhåller mig jättemycket. OCH SLUTA ALDRIG MED DE DU GÖR. ❤
Shalz giving us an episode every 3 days:
MR BEAAAAAAAST ‼️‼️‼️‼️‼️‼️‼️‼️
given all these issues our first guess would be, try making the track *halfway* out to the original world border, and see if that works? because whenever the number doubles, the coordinate numbers get less precise
Shalz is AWSOME he made me love the create mod
Loved the video @Shalz! Can't wait for the next video man! You might've been having problems with the Create Mod because of the fact that you were out by the World Border. However, Your determination to bring us Peak Comedy and Content will soon pay off and you'll get your 500K Subs man!
Also, Don't forget to check out the Valkyrien Skies and Valkyrien Skies Eureka Mods man!
i both love and am confused by this stuff, it's nerdy and I love it
Without doubts amazing video Shalz!
The reason the green track indicarion glitches so much is becausw the high numbers mess up the calculation of the rendered shapes. This also happens with other create mod things like glue indicarion and the boxes where are number or item can be set (like in redstone signals or speed controllers). I experienced this for myself but not this heavy. This is also the reason the station doesnt work properly (i think)
Eaxtly, it's called "floating point errors"
Ah, good point. I was wondering why the station couldn’t be placed but it’s likely bc MC uses floats for all rendering stuff, including the crosshair selection, which means the mod doesn’t know quite where the player is looking when they try to place a track or station
Good day when shalz uploads
0:24 WHAT THE FUCJWKWHDK2JEKEDJ
Make me dying 🤣🤣🤣🤣🤣🤣🤣🤣
Create tries to store the railway lines in memory so that any train can know if it can reach any station from its current position, essentially as a pathfinding map, whereas Minecraft just doesn't care at all because minecarts only occupy 1 block and don't have their own pathing. This might mean that the game just crashes before you can even load the railway line all the way to the border.
Always exciting, when i see shalz in my yt notifications.
I mean, we could in theory calculate, how long ot would take to travel the whole Minecraft world, if we know what the Maximum speed is you can allow with the config
That would just be 60,000,000 (from -30,000,000 to 30,000,000) divided by the max speed to get Seconds, divide that by 60 to get minutes, again by 60 to get hours, by 24 to get days (if necessary) and by 365 to get years (if necessary)
Hey, just wanted to let you know that in Create 0.5h, you might be able to go closer to the world border. This is one of the lines from the changelog:
"Improved value accuracy of various netcode when further from the worlds origin"
Man truly knows fun ways to use the create mod
Step one: Casually Approach Camel
Step two: 0:26
The reason for the train station and everything being so buggy may be the integer limit (2.147.483.647). Everything beyond that number (if integers are used in the code) will cause problems as numbers seem to randomly change, resulting in unwanted results and weird glitches.
Keep making episodes from the series after the 10th episode
i absolutly love your videos. 🔥🔥 keep up the great work
A lot of mods break in unexpected ways when playing near the world border... Precision issues with the way coordinates are represented in memory.
Can you bring back the create mod amusement park?
Shalz I like how mojang approved Create mod to use!
if you are curious as to why the trains glitch out at the border, it is because of something called a floating point decimal error. idk how to explain it in a comment, but there are videos that explain it much better than i could
Man discoveres floating point precision errors.
I like when shalz makes video. Yes. Good day today.
This is cool, you should totally do it in the farlands or something next
What you could do is estimate it, have the train start at like -500,000 and then travel to 500,000 (either x or z, doesn’t matter), and keep track of the amount of time to travel that 1 mil blocks, then, assuming the train doesn’t glitch out at any point in a hypothetical 60 mil track, you could take the time and multiply it by 60, saying that it *theoretically* could take a create mod train [x] amount of time to travel from one end of the MC world to the other
Aight Shalz. Next stop: Farlands.
Cool idea
floating point calcoulations are always a bit of an issue lol even the standard 16 digit rappresentations can quickly prove too imprecise on large values
Ah, the wonders of floating point numbers.
Its a good day when he uploads
You should build a train that goes completely around the track like the train is the donut riding on the track but the track is inside the hole
It's... Just... Perfect !
What about shrinking the border with a train already placed?
i love it when you upload
create mod devs coming for shalz for revealing their secrets 🏃 🏃
0:47 slyyy 🦝
Maybe find a programmer and have them change all the 32 bit floats in create/mc itself to 64 bit doubles and see if stuff behaves better at the world border (heck if I get bored I might try it).
Ha, floating point errors, my old friends. Some games are better with them than others - KSP can handle out to a few light-years before everything gets all wobbly - but eventually things break with very large distances from the origin. That’s why there’s a world border in the first place: floating point errors used to break the world generation, so Mojang had to add a limit.
could you please make some fun gambling machines with the create mod. would be fun to seev what you come up with :D
New mod idea: Create mod where you can build a machine to push back the world border but if it's destroyed, the border slowly pushes back into place.
This is so cool!You amazed me again and I'm sure you wont stop!❤
Love the create mod ❤
Great idea Shalz!!!
omg train trian ei LOVE this train minecraft
Nice video
Lovely content as usual ♥️♥️♥️
Yippee! new shalz video
Could you possibly make a superflat world that has train tracks as the ground?? They would probably work at the world border then
7:53 basically me when I play farming simulator 22 multiplayer
Bro maid wallmart wersion of Snow Piercer 🤯
What if you tried generating a superflat world with a custom layer of tracks?
thank you shalz
I'm guessing the issues are to do with integer limits but I could be wrong
not really, its because of floating point precision errors as coordinates aren't integers
@@GoldenretriverYT I guess I was right about it being wrong lol
shalz you can move the world border... also BAld
Try this again on superflat in a void world.
this makes me wanna do this ngl. Also use the //stack command next time 🙃
and dont do //stack too much instantly, just slowly build up the stack number
Interesting and cool vid.
Hey Shalz! What about to add another minigame to your collection and remake working snake in minecraft?
I feel like you could make a commandblock set up where the train carries a device set on a timer to place a ludicrous amount of tracks every so often. I cant, only because my computer already has a hard time generating new chunks in continuous succession as is.
Start at 0 0 then just let it run for maybe days on end at a certain speed that seems to work. Check on it about every hour or so to see if it stopped working then when it does stop working attempt to fix it then watch it for maybe 10-20 minutes. Eventually you will make it to the world border this way.
Idea!
You could download a create chunk loader mod so you don't need to drive it
Shalz more like Shalz
When the train tracks speak enchanting table
So basically, the problem lies in the way Create renders the train things. We know such issues in prior versions affecting the world gen (Far Lands). And its not fixable because the core problem is that programning languages slow down a lot and partially fail to calculate with giant numbers. There are NO known ways fo fix this so far, happens to every game. Theres only ways to partially avoid it
You shall try a monorail or make a train in the END or anything
nice vid
you could maybe make a superflat world, you can set which blocks generate
Maybe you could have had the starting track not touching the world border
All great
0:25 wAut the fauuuaua