I'd really appreciate if you could make the SSP autocart exactly like how it was, as in you instantly get into the cart after placing it, clicking on the cart while riding stops it, etc. The current system makes me push my cart to the end of the track.
That's why there's two version inside the newest zip.
There's two different mods, the pressure plates (normal) mod, and the autocart mod. I was using the autocart mod, which there is only one version.
Fantastic mod. I'd like to see an additional launcher block that launches the exact opposite way from the standard launching logic (i.e. the opposite way around the compass rose).
After installing your mod, Minecraft stopped working. Thanks.
Nice, big, fat black screen.
Nice.
Rollback Post to RevisionRollBack
Proudly wanting Classic Alpha to truly become Survival Alpha. Mobs killing blocks, ridiculously powerful beasts, and insanely unfair gameplay. Classic Alpha is boring. I want SURVIVAL alpha! Eh? Eh? ***** all you want.
After installing your mod, Minecraft stopped working. Thanks.
Nice, big, fat black screen.
Nice.
If you're on Windows, delete your bin folder, have Minecraft re-download all the bin files, then overwrite the files again. (Delete META-INF after too)
This mod didn't work at first for me either. :wink.gif:
This had happened to me too, the problem was i used the mod installer program which doesn't remove the META-INF folder, if you used the mod installer this might be the problem. Try installing it manually following the steps in the read me file. It worked for me.
feedback time
1.Goldblock now can sent a cart 4~5 blocks high only, while gold ore 1~2 high. It's TOO weak, make them stronger plz Afforess
2.obsidian only effects stopped carts, they can sent a cart 5~7 blocks high, more effective than gold blocks
3.pressure plates now works f*king well, nothing to report. However they do not lose a single speed even pass a double plate, so we'd better find another way to stop it
4.Still I don't like slow sand. They are too weak. 3 blocks is far from enough, you need at least 4 to stop a cart accelerated by one gold block, ~6 for 2 gold block, ~12 for more blocks. That IS a long dock. And you can not find a way to know how fast the coming cart is, which means you can not know where it will stop.
5.As what mentioned above, due to the weak slow sand, there's no way to force a cart stop on a Obsidian track at present (remember? Launcher only effects STATIC carts), so the only use of obsidian launcher is the one way launcher. Player must place a cart on, the hit/press start button. It's useless for automatic system.
You can easily use an obsidian on an automatic system. Can be used as a booster. Can be triggered by pressure plates. Can be used on an automatic freight system to return a fresh cart.
Being able to send / hold a cart based on a redstone system status is very useful, not sure what else to tell you.
I was wondering if you have any plans on making the track modifier system (boosters, brakes) into actual craftable blocks/tracks, either once MOD api is out or before then. I would be willing to help with this once I start modding.
First, thank you for that awesome mod, Afforess. I dunno why my only post on this forum has not shown up last time, but still i'll try here another.
I just want to ask about autocart, your version, for multiplayer mode. Do you plan on making one..? Because i like your idea about brakes, boosters and so on, but i'm not going to use them until your current work do his proofs / comes with a bit of improvement based on feedbacks; because i don't play minecraft enough to have my minecart system always updated according to modifications/improvements you add with time passing.
(Same reasons for bridges; i would f**k**g love to use them, but constant updates from Notch & from modders about the game AND in the game are a pain, comparing to time i pass playing minecraft.)
So, yes, using autocart is easier for me; just tracks, and here we go. Can i hope for a multiplayer version of your autocart, or will i stick with autocarts in single player only?
I'd really like to see a multiplayer version of the regular autocart (yours) without automatically getting in.
Quote from NewMilenium »
First, thank you for that awesome mod, Afforess. I dunno why my only post on this forum has not shown up last time, but still i'll try here another.
I just want to ask about autocart, your version, for multiplayer mode. Do you plan on making one..? Because i like your idea about brakes, boosters and so on, but i'm not going to use them until your current work do his proofs / comes with a bit of improvement based on feedbacks; because i don't play minecraft enough to have my minecart system always updated according to modifications/improvements you add with time passing.
(Same reasons for bridges; i would f**k**g love to use them, but constant updates from Notch & from modders about the game AND in the game are a pain, comparing to time i pass playing minecraft.)
So, yes, using autocart is easier for me; just tracks, and here we go. Can i hope for a multiplayer version of your autocart, or will i stick with autocarts in single player only?
Keep up good work, you're impressive, Afforess.
There will be in an Autocart MP the future! Next version, promise!
Quote from drakhri »
Just a suggestion: allow the none-exclusive blocks to work with the autocart version. Rebounds, brakes, and launchers would all be very useful even with autocarts.
Great mod.
Eh... Not so sure about this. It completely conflicts with the point of Autocart. Probably not happening unless you can give me an epic reason to do so.
Quote from conflitz »
I'd really appreciate if you could make the SSP autocart exactly like how it was, as in you instantly get into the cart after placing it, clicking on the cart while riding stops it, etc. The current system makes me push my cart to the end of the track.
Oh I know I introduced some bugs. Next version will fix them, promise!
Quote from jamsessionein »
Fantastic mod. I'd like to see an additional launcher block that launches the exact opposite way from the standard launching logic (i.e. the opposite way around the compass rose).
Good idea... what to use for it though...
Quote from fg123 »
Nice. Does it work with the Texture Pack update?
Should work with version 1.2.2. Readme says that too.
Quote from baizuo »
feedback time
1.Goldblock now can sent a cart 4~5 blocks high only, while gold ore 1~2 high. It's TOO weak, make them stronger plz Afforess
2.obsidian only effects stopped carts, they can sent a cart 5~7 blocks high, more effective than gold blocks
3.pressure plates now works f*king well, nothing to report. However they do not lose a single speed even pass a double plate, so we'd better find another way to stop it
4.Still I don't like slow sand. They are too weak. 3 blocks is far from enough, you need at least 4 to stop a cart accelerated by one gold block, ~6 for 2 gold block, ~12 for more blocks. That IS a long dock. And you can not find a way to know how fast the coming cart is, which means you can not know where it will stop.
5.As what mentioned above, due to the weak slow sand, there's no way to force a cart stop on a Obsidian track at present (remember? Launcher only effects STATIC carts), so the only use of obsidian launcher is the one way launcher. Player must place a cart on, the hit/press start button. It's useless for automatic system.
I knew this feedback was coming - I discovered some flaws yesterday night myself when trying to set up an automatic station.
1.) Agree - They are going to be doubled in strength, both the gold ore and gold block.
2.) Yep, I know.
3.) Lol, yep.
4.) I will double it's strength as well. As for knowing it where it will stop, that can be found already. Just before the slowsand, use 2 boosters to get the cart up to max speed. Then, no matter the speed of the incoming cart, it should stop at roughly the same point.
5.) I'm thinking of Having Obsidian be a dual catcher/launcher piece that will catch and stop carts going 15% of max speed or slower. Faster carts will be unaffected.
Quote from DE3000 »
I was wondering if you have any plans on making the track modifier system (boosters, brakes) into actual craftable blocks/tracks, either once MOD api is out or before then. I would be willing to help with this once I start modding.
Yes, once a mod API is released, so that notch's update doesn't wreck mods everytime. The reason I don't right now is that if I add new blocks, each update would corrupt those saves.
Quote from Natron77 »
Awesome update, as always, Afforess.
Do you know if it would be possible to change cart deceleration so that carts don't decelerate when in the air? Currently, the game seems to treat air the same as dirt when it comes to decelerating, so I can't launch a cart across any kind of gap (without stacking carts on top of each other to negate the deceleration). (to clarify, I'm fine with how carts fall in the air, but they decelerate too fast)
I figured your experience with minecarts might give you an idea what would need to be done (I looked in the deobfuscated code, but couldn't tell much with my limited programming knowledge). If you wanted to add it to this mod that would be sweet too.
Hi, just a concept idea. Why don't you use slime balls to craft a "slime" block and use that instead of cloth for the "bouncers"? After all slimes are all naturally bouncing.
Did you really remove the autocart function to this mod? I would've loved to have something simple to control and inexpensive for my server.
I have a separate autocart version. Autocart was never part of the mod, so I can't say I removed it.
Quote from Handel »
Hi, just a concept idea. Why don't you use slime balls to craft a "slime" block and use that instead of cloth for the "bouncers"? After all slimes are all naturally bouncing.
I have explained why I am not creating new recipes about 3 or 4 times now.
There's two different mods, the pressure plates (normal) mod, and the autocart mod. I was using the autocart mod, which there is only one version.
Nice, big, fat black screen.
Nice.
If you're on Windows, delete your bin folder, have Minecraft re-download all the bin files, then overwrite the files again. (Delete META-INF after too)
This mod didn't work at first for me either. :wink.gif:
1.Goldblock now can sent a cart 4~5 blocks high only, while gold ore 1~2 high. It's TOO weak, make them stronger plz Afforess
2.obsidian only effects stopped carts, they can sent a cart 5~7 blocks high, more effective than gold blocks
3.pressure plates now works f*king well, nothing to report. However they do not lose a single speed even pass a double plate, so we'd better find another way to stop it
4.Still I don't like slow sand. They are too weak. 3 blocks is far from enough, you need at least 4 to stop a cart accelerated by one gold block, ~6 for 2 gold block, ~12 for more blocks. That IS a long dock. And you can not find a way to know how fast the coming cart is, which means you can not know where it will stop.
5.As what mentioned above, due to the weak slow sand, there's no way to force a cart stop on a Obsidian track at present (remember? Launcher only effects STATIC carts), so the only use of obsidian launcher is the one way launcher. Player must place a cart on, the hit/press start button. It's useless for automatic system.
Being able to send / hold a cart based on a redstone system status is very useful, not sure what else to tell you.
http://www.minecraftforum.net/viewtopic.php?f=1&t=23440
I just want to ask about autocart, your version, for multiplayer mode. Do you plan on making one..? Because i like your idea about brakes, boosters and so on, but i'm not going to use them until your current work do his proofs / comes with a bit of improvement based on feedbacks; because i don't play minecraft enough to have my minecart system always updated according to modifications/improvements you add with time passing.
(Same reasons for bridges; i would f**k**g love to use them, but constant updates from Notch & from modders about the game AND in the game are a pain, comparing to time i pass playing minecraft.)
So, yes, using autocart is easier for me; just tracks, and here we go. Can i hope for a multiplayer version of your autocart, or will i stick with autocarts in single player only?
Keep up good work, you're impressive, Afforess.
There will be in an Autocart MP the future! Next version, promise!
Eh... Not so sure about this. It completely conflicts with the point of Autocart. Probably not happening unless you can give me an epic reason to do so.
Oh I know I introduced some bugs. Next version will fix them, promise!
Good idea... what to use for it though...
Should work with version 1.2.2. Readme says that too.
I knew this feedback was coming - I discovered some flaws yesterday night myself when trying to set up an automatic station.
1.) Agree - They are going to be doubled in strength, both the gold ore and gold block.
2.) Yep, I know.
3.) Lol, yep.
4.) I will double it's strength as well. As for knowing it where it will stop, that can be found already. Just before the slowsand, use 2 boosters to get the cart up to max speed. Then, no matter the speed of the incoming cart, it should stop at roughly the same point.
5.) I'm thinking of Having Obsidian be a dual catcher/launcher piece that will catch and stop carts going 15% of max speed or slower. Faster carts will be unaffected.
Yes, once a mod API is released, so that notch's update doesn't wreck mods everytime. The reason I don't right now is that if I add new blocks, each update would corrupt those saves.
Hm. Possibly, but no promises.
Check out my Let's Play Series:
It is server-side, the client doesn't control vehicles in MP. But thank you for jumping to assumptions. I appreciate the hostility.
No I was unsure thanks for clearing it up. I was worried about it being client side only.
Now the question is if I were to ever use such a feature would everyone need the client side still?
Check out my Let's Play Series:
No. Install the server version on the server, and play. Unmodded clients will work fine with it.
I have a separate autocart version. Autocart was never part of the mod, so I can't say I removed it.
I have explained why I am not creating new recipes about 3 or 4 times now.