Then they didn't do so hot... Derailing is avoidable still even at high speeds with proper building(lol, proper... this is hideous). This is actually pretty limiting to what you can do now...First, you can easily avoid derailing with this setup:The problem is that you have to be going decently fast, you need to be going at least the speed of 4 powered minecart rails to successfully get past the curve. Other than that, it works fine on longer rails. If you don't do this and you want a full speed minecart to make a turn like this, then you need a minimum of 72 normal rails in between the curve and the power rails you used.Second, this track works perfectly well even though it surely would derail in a normal situation:Here's a couple things as to how it works. First is this:There's a really weird thing going on here. The minecraft derailing physics derail onto another rail. When you see it in action, the minecart actually does a little glitchy turn and you ride the rail at a 30 degree angle or something. Also the minecraft only derails in one direction. Here's an example of what doesn't work:It's the same exact design except that the minecart rail is heading west instead of south.As for the tower in my second picture. I'm not sure exactly why it is allowed to go up but it does go up faster than it would have in previous versions. One thing to note about it is a necessary block so the minecart won't derail:The picture just shows the block my cursor is pointing at. This is a necessary block or else the minecart will derail.So far I'm not too excited about these changes. They obviously wreck everything that uses minecart rails before.However they could easily avoid wrecking everything if they put these physics into another minecart rail. Maybe a diamond minecart rail and a powered diamond minecart rail.Here's the world download of my experimenting if you want to try out my rail I made:https://www.dropbox....o9/DELETEME.rarEDIT:Oh... well this design apparently works better than my turn design:The stone blocks there keep the minecart from derailing.
ANOTHER EDIT:Apparently if you have a cave minecart, normal railing won't work:
You have to do one of two things: 1. Break part of the wall...
I am not at all happy with the fact minecarts now may refuse to go uphill. I have created a world (962 MB and well over a year in the making) which relies heavily on rail transportation. If the carts will not go up the hills...? Any suggestions?
I don't think you needed 72 normal tracks to slow down before a turn. An unpowered rail slowed down a maximum speed minecart even with powered rails right before it for me. http://imgur.com/GL37Yoy In this picture this unpowered rail slowed down the cart enough to not derail just fine.
I may just be misreading what you're saying completely though. ;p.
Also, I think we should take into account the minecarts are VERY buggy right now. Like when they take corners they go completely off the track then back on again and they can't go down slopes when to fast and stuff. I assume they'll be working out the physics of them next snapshot.
I am only in favor of a physics change if it will eventually lead to more things we can do with minecarts. I assume that the change is only partially implemented, or at least experimental. We will have to wait and see, but currently, I am resistant to the change.
I am not at all happy with the fact minecarts now may refuse to go uphill. I have created a world (962 MB and well over a year in the making) which relies heavily on rail transportation. If the carts will not go up the hills...? Any suggestions?
Actually in the snapshot 14w11b, I have had no trouble going uphill at full speed. I think it was a hidden update?
I don't think you needed 72 normal tracks to slow down before a turn. An unpowered rail slowed down a maximum speed minecart even with powered rails right before it for me. http://imgur.com/GL37Yoy In this picture this unpowered rail slowed down the cart enough to not derail just fine. I may just be misreading what you're saying completely though. ;p.
Yes, just a little misreading. At first when I was messing around with this, I was testing to see how many normal rails it needed to slow down from max speed, which was 72 rails. But then I found that I could do exactly what happened in your picture. In fact, my first picture shows the same thing.
Actually in the snapshot 14w11b, I have had no trouble going uphill at full speed. I think it was a hidden update?
Full speed may be fine, but I have tracks which start on the ground from a standstill and climb over 40 blocks high. No way to get over that "hill" in the current snapshot. Also, I have 2 roller coasters in my world and the hills and derailing makes them basically useless.
As long as we only have the choice between no turn, and 90 degrees in a single block so you can't make a more gradual turn to handle high speed, this derailing stuff is B.S.
This is the change that may keep me from upgrading to 1.8. I help run a world with heavy use of rail for transport, but also hopper minecarts in machines. Every single minecart based machine is now either totally broken or completely unpredictable, and with a lot of testing it is looking such that, even if the derailing is fixed, many machines will still never work, as there is now an acceleration factor which will mean needing to mix powered and un-powered rails to get constant velocity. This is simply not practical in many machines, especially one using hoppers where redstone sources to power isolated powered rails may interfere with those hoppers.
I think this is the single most poorly thought out change I have seen in a snapshot yet. The implications effect nearly ALL players, as rails are so widely used: even redstone novices could lay track and use it effectively, but now it's all unpredictable, and unnecessary. I would have thought there would have been more community outreach prior to making a change with such universal impact, and as it's so rare to see a feature taken back out of a snapshot I am really worried my server may be stuck on 14W10C for ever, as there are other changes I do want, but there is no way I will roll our server forward if it's committing me to months of debugging machines that have been long since settled, let alone tens of thousands of blocks of rail connections and roller-coasters that now no longer work. In terms of scale of impact, it would be like increasing the redstone max signal strength to 31 from it's current 15: any comparitor machine would have to be debugged, at best, resigned at worst, or abandoned in some cases.
If they wanted to futz with the physics, they could have introduced an 'accelerator rail', and kept the powered rails for constant velocity applications. And what is all this for? Was there really such community outrage over the minecarts as they were? Or was this a change for change's sake?
This is the change that may keep me from upgrading to 1.8. I help run a world with heavy use of rail for transport, but also hopper minecarts in machines. Every single minecart based machine is now either totally broken or completely unpredictable, and with a lot of testing it is looking such that, even if the derailing is fixed, many machines will still never work, as there is now an acceleration factor which will mean needing to mix powered and un-powered rails to get constant velocity. This is simply not practical in many machines, especially one using hoppers where redstone sources to power isolated powered rails may interfere with those hoppers.
I think this is the single most poorly thought out change I have seen in a snapshot yet. The implications effect nearly ALL players, as rails are so widely used: even redstone novices could lay track and use it effectively, but now it's all unpredictable, and unnecessary. I would have thought there would have been more community outreach prior to making a change with such universal impact, and as it's so rare to see a feature taken back out of a snapshot I am really worried my server may be stuck on 14W10C for ever, as there are other changes I do want, but there is no way I will roll our server forward if it's committing me to months of debugging machines that have been long since settled, let alone tens of thousands of blocks of rail connections and roller-coasters that now no longer work. In terms of scale of impact, it would be like increasing the redstone max signal strength to 31 from it's current 15: any comparitor machine would have to be debugged, at best, resigned at worst, or abandoned in some cases.
If they wanted to futz with the physics, they could have introduced an 'accelerator rail', and kept the powered rails for constant velocity applications. And what is all this for? Was there really such community outrage over the minecarts as they were? Or was this a change for change's sake?
Stupid, stupid, stupid.
Wow! You so eloquently said what I tried to convey. Kudos for your post!
This is the change that may keep me from upgrading to 1.8. I help run a world with heavy use of rail for transport, but also hopper minecarts in machines. Every single minecart based machine is now either totally broken or completely unpredictable, and with a lot of testing it is looking such that, even if the derailing is fixed, many machines will still never work, as there is now an acceleration factor which will mean needing to mix powered and un-powered rails to get constant velocity. This is simply not practical in many machines, especially one using hoppers where redstone sources to power isolated powered rails may interfere with those hoppers.
I think this is the single most poorly thought out change I have seen in a snapshot yet. The implications effect nearly ALL players, as rails are so widely used: even redstone novices could lay track and use it effectively, but now it's all unpredictable, and unnecessary. I would have thought there would have been more community outreach prior to making a change with such universal impact, and as it's so rare to see a feature taken back out of a snapshot I am really worried my server may be stuck on 14W10C for ever, as there are other changes I do want, but there is no way I will roll our server forward if it's committing me to months of debugging machines that have been long since settled, let alone tens of thousands of blocks of rail connections and roller-coasters that now no longer work. In terms of scale of impact, it would be like increasing the redstone max signal strength to 31 from it's current 15: any comparitor machine would have to be debugged, at best, resigned at worst, or abandoned in some cases.
If they wanted to futz with the physics, they could have introduced an 'accelerator rail', and kept the powered rails for constant velocity applications. And what is all this for? Was there really such community outrage over the minecarts as they were? Or was this a change for change's sake?
As long as we only have the choice between no turn, and 90 degrees in a single block so you can't make a more gradual turn to handle high speed, this derailing stuff is B.S.
This is exactly my feeling. The concept of derailing a minecraft sound cool, but put into the reality of the game it's a pain in the butt. As you said, when you have 90 degree corner blocks and that's it, it's completely unbalanced. It forces players to redesign existing tracks, it makes a mess for tracks that are designed to be ridden in both directions. And it's a even bigger headache for tracks that are meant for players and chest minecarts. I strongly suspect this "feature" will be further adjusted before the final release of 1.8
This is exactly my feeling. The concept of derailing a minecraft sound cool, but put into the reality of the game it's a pain in the butt. As you said, when you have 90 degree corner blocks and that's it, it's completely unbalanced. It forces players to redesign existing tracks, it makes a mess for tracks that are designed to be ridden in both directions. And it's a even bigger headache for tracks that are meant for players and chest minecarts. I strongly suspect this "feature" will be further adjusted before the final release of 1.8
I love the idea of faster rails, but the derailing is annoying, particularly on existing rail systems. Maybe they need a "magnetic rail" or powered corner rails or something to allow minecarts to grip better.
I love the idea of faster rails, but the derailing is annoying, particularly on existing rail systems. Maybe they need a "magnetic rail" or powered corner rails or something to allow minecarts to grip better.
That's not a bad idea, rail combined with slimeball or something. I think banked rails would be awesome, if practical. Have them place on a 45˚ angle, like how they go up, but this would be traveling along a level y trajectory. Not quite sure how you would connect banked rails to regular rails though...
I can go up a 25 block incline with 3 p rails and 3 regular rails alternating to the top with no prob. But a 9 block high incline with 3 p rails on top and bottom and 3 regs in the middle wont....stupid.
ANOTHER EDIT:Apparently if you have a cave minecart, normal railing won't work:
You have to do one of two things: 1. Break part of the wall...
Or 2. Use my minecart rail design:
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
It's just me experimenting with how much I can break the new physics. I just proved the derailing thing was broken.
I may just be misreading what you're saying completely though. ;p.
Also, I think we should take into account the minecarts are VERY buggy right now. Like when they take corners they go completely off the track then back on again and they can't go down slopes when to fast and stuff. I assume they'll be working out the physics of them next snapshot.
Sorry I didn't mean that to sound negative towards you. I was seriously saying, good job on your part. I think the derailing change was unneeded.
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
Actually in the snapshot 14w11b, I have had no trouble going uphill at full speed. I think it was a hidden update?
Yes, just a little misreading. At first when I was messing around with this, I was testing to see how many normal rails it needed to slow down from max speed, which was 72 rails. But then I found that I could do exactly what happened in your picture. In fact, my first picture shows the same thing.
Ok, no problem. Thanks for clarifying.
Full speed may be fine, but I have tracks which start on the ground from a standstill and climb over 40 blocks high. No way to get over that "hill" in the current snapshot. Also, I have 2 roller coasters in my world and the hills and derailing makes them basically useless.
I think this is the single most poorly thought out change I have seen in a snapshot yet. The implications effect nearly ALL players, as rails are so widely used: even redstone novices could lay track and use it effectively, but now it's all unpredictable, and unnecessary. I would have thought there would have been more community outreach prior to making a change with such universal impact, and as it's so rare to see a feature taken back out of a snapshot I am really worried my server may be stuck on 14W10C for ever, as there are other changes I do want, but there is no way I will roll our server forward if it's committing me to months of debugging machines that have been long since settled, let alone tens of thousands of blocks of rail connections and roller-coasters that now no longer work. In terms of scale of impact, it would be like increasing the redstone max signal strength to 31 from it's current 15: any comparitor machine would have to be debugged, at best, resigned at worst, or abandoned in some cases.
If they wanted to futz with the physics, they could have introduced an 'accelerator rail', and kept the powered rails for constant velocity applications. And what is all this for? Was there really such community outrage over the minecarts as they were? Or was this a change for change's sake?
Stupid, stupid, stupid.
Wow! You so eloquently said what I tried to convey. Kudos for your post!
You are exactly right on this.
...but that's just like, my opinion, man.
This is exactly my feeling. The concept of derailing a minecraft sound cool, but put into the reality of the game it's a pain in the butt. As you said, when you have 90 degree corner blocks and that's it, it's completely unbalanced. It forces players to redesign existing tracks, it makes a mess for tracks that are designed to be ridden in both directions. And it's a even bigger headache for tracks that are meant for players and chest minecarts. I strongly suspect this "feature" will be further adjusted before the final release of 1.8
I love the idea of faster rails, but the derailing is annoying, particularly on existing rail systems. Maybe they need a "magnetic rail" or powered corner rails or something to allow minecarts to grip better.
That's not a bad idea, rail combined with slimeball or something. I think banked rails would be awesome, if practical. Have them place on a 45˚ angle, like how they go up, but this would be traveling along a level y trajectory. Not quite sure how you would connect banked rails to regular rails though...