Change the booster block to speed up carts when powered and slow them down/reverse them when unpowered and it'd be more powerful IMO.
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Notch on his twitter: "bugs that feel wrong get fixed"
Do not get attached to your saves, seriously, stuff like this has happened before, if there's something you love and really want to build...Wait for release.
Change the booster block to speed up carts when powered and slow them down/reverse them when unpowered and it'd be more powerful IMO.
I don't understand how it would be more powerful. Players don't always want a boost-brake block that's constantly in the "ON" position. Try building an automatic station using a glitch-booster that never turns off and you'll see what I mean. You won't be able to get carts to stop long enough in your station for you to board them. The current booster-brake is designed so it can be used to launch carts forward (or back) on command and not do anything if no command (redstone power input) is given.
Quote from dajaker »
I still don't understand what the detector block is for/does
Detector blocks are designed to allow passing carts to be detected without needing to stop or derail them. They replace pressure plates as a much more efficient and reliable method of detecting carts and whether or not they have occupants. To get a better idea of how this could be useful in building a minecart track, check out the following video. It contains a demonstration of some basic examples of how pressure plates can be used when constructing minecart tracks (Skip to 5:30 and 6:30 to see the part on pressure plates.):
But maybe you could have a peice of track that acts as those cart detector blocks. You could then have the detector right next to the turn so it would be easier to make automatic turns and gates.
Yes I do know that that would be difficult to craft.
You could do something like this:
=rail =iron =redstone = wood
[] [] []
[] []
That would be an occupied cart detector. Your could just replace the iron with wood for an unoccupied cart detector.
But maybe you could have a peice of track that acts as those cart detector blocks. You could then have the detector right next to the turn so it would be easier to make automatic turns and gates.
Yes I do know that that would be difficult to craft.
You could do something like this:
=rail =iron =redstone = wood
[] [] []
[] []
That would be an occupied cart detector. Your could just replace the iron with wood for an unoccupied cart detector.
Early on I considered making the cart detectors track pieces which would more closely mirror how the current pressure plates are used but I abandoned this concept due to a few reasons.
The current method requires that pressure plates (detectors) are placed as part of the track and that glitch-booster tracks (boosters) are located off to the side of the main rail. When examining the needs of automatic cart stations, I feel this was a counter intuitive design that doesn't properly reflect the object's role in the overall system. I felt it made more sense to design full-stops and booster-brakes as track pieces since they're supposed to output directly to the carts that pass over them. The detectors were then designed as objects that would be placed beside the track since they only receive input from passing carts and don't directly influence the carts themselves.
Also, I realized that Detectors could be used in a variety of applications outside of simply detecting carts on track. By making them a track-free block, they become much more flexible in their placement options. For example, one could place a column of detector blocks as one wall of a pez cart dispenser and link it up to a row of RS torches in a nearby station. This would allow for remote monitoring of how many carts are available to the station or whether a refill is needed and how soon. This set up would not be possible with track piece based detectors.
I like the idea. It's a mod for it actually does implement blocks as boosters breaks stations and so on (a part of the craft-book mod as you probably know about). But it would be great that it was in the original game.
The only thing I have as a problem wen using mine craft with or without mine cart block mod is that the mine carts are way to slow at max speed. I like the block idea but I would want higher max speed on mine carts. In addition to that maybe another mine cart type that requires a gold block or something would be great. A mine cart that is harder to make but have a higher max speed.
The only thing I have as a problem wen using mine craft with or without mine cart block mod is that the mine carts are way to slow at max speed.
I don't know what Ehnonimus had it mind for top speed but some of the glitch boosters are very fast. If that is the bases for powered boosters I don't see them as too slow.
@miauw62: Thanks for the support! I didn't include crafting recipes in the main proposal because I figured they're not as important as the proposed game mechanics and it's like you said, Notch will probably create them himself. I did post some crafting recipes in an earlier post though for fun. You can see them here (just scroll down a bit).
Quote from wilhelmsen07 »
The only thing I have as a problem wen using mine craft with or without mine cart block mod is that the mine carts are way to slow at max speed. I like the block idea but I would want higher max speed on mine carts. In addition to that maybe another mine cart type that requires a gold block or something would be great. A mine cart that is harder to make but have a higher max speed.
When you're talking about minecarts moving slowly at max speed, are you referring to glitch-boosted minecarts or "powered minecarts"? Powered minecarts are notorious for their snail-like pace. Glitch-boosted carts however, can be quite fast.
Technically speaking, a group of minecarts linked together is a train. You can still get your wish, you just have to wait for linking minecarts to be added to the game. Linking minecarts is something I also would like to see in the game, however it's outside of the scope of this proposal so I haven't included it.
the [bad] thing is if u remove the glitch, millions of existing roller coasters [will] need to be upgraded.
and that sucks...
That is only a concern if the final version is backwards compatible with existing maps. It may end up that every world will be replaced once we get to gold. If that is the case, people can preserve their current worlds and just play on an outdated engine.
Booster track pieces and such sound cool. But I don't think they fit the Minecraft theme very well. In my opinion the focus should be to fix the unwieldy powered carts. We need a way to control them. Right now if you right click it with coal, it just starts going and it will run out of fuel shortly. You can add more fuel, but you need to chase it and keep right clicking. Its not a very easy to use.
The bigger problem is the powered cart lacks the strength to push another cart uphill. You can add several powered carts to get the job done, but you have to use double the fuel or more. Its also even more unwieldy trying to add fuel to two or more moving targets.
I think a system where carts are linked together would be too glitchy to create reliably. The solution should involve one cart, which can hold a chest and a engine at once and let the player ride along.
4 Types of carts:
Empty cart: Right click to enter, press Jump to Exit. Gravity powered only.
Chest Cart: Right click to enter, right click again bring up the chest inventory to move items from your backpack to your cart. Inventory (default = I) key exits chest inventory screen. Jump exits. Gravity powered only.
Engine Cart with Chest: Right click to enter. Right click again to bring up the engine inventory screen. You can access your backpack, the cart's chest and the furnace slot here. Drag and drop coal or wood into the furnace slot to start a fire. press your WASD to control direction. Tapping forward makes you move forward as long as a fire is burning in the engine. Tapping backwards key while going forward makes you stop, tapping it again makes you go backward. Jump is Exit
Engine Cart (no chest): Same as above, but no extra inventory
If you jump out of an engine cart, it continues moving the direction it was last going until it runs out of fuel and fire.
Crafting:
Cart=
chest cart
engine cart
chest+engine cart
or
or
or
engine and chest can be added in any order. at the same time or seperately. (to be done on the 2x2 grid seperately?)
If a powered cart encounters another cart on the same track, it can push it along flatrails, but stall out on uphill climbs. A powered cart with fire running and not moving is considered to have it brakes on. It can not be pushed. If the fire is out, it is in neutral and can be pushed like a regular cart.
If 2 powered carts end up moving towards each other and collide, they both break!!
Booster track pieces and such sound cool. But I don't think they fit the Minecraft theme very well. In my opinion the focus should be to fix the unwieldy powered carts.
I can't argue that they don't really fit into the Minecraft theme.
However, the point is that boosted Minecarts are FUN.
The #1 goal of game design is that it's fun. This is why so many people have come up with elaborate minecart systems. If you take that away, you kill some of the fun and ultimately, you hurt the game.
If Notch fixes the minecart glitch - which I'm sure he eventually will - he should implement a redstone-based booster system in it's place IMO.
Also, I voted support with minor changes, but that was before I saw the post about the separate cart detectors and occupied cart detectors - minor changes implemented! :-)
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Try my mod Sparcs Tweaks Better dungeon loot, bones in dirt, Witch hut loot, ect
Do not get attached to your saves, seriously, stuff like this has happened before, if there's something you love and really want to build...Wait for release.
Fishing Poles wearing out to fast? Then support http://www.minecraftforum.net/viewtopic.php?f=1&t=112206&p=1642011#p1642011
I don't understand how it would be more powerful. Players don't always want a boost-brake block that's constantly in the "ON" position. Try building an automatic station using a glitch-booster that never turns off and you'll see what I mean. You won't be able to get carts to stop long enough in your station for you to board them. The current booster-brake is designed so it can be used to launch carts forward (or back) on command and not do anything if no command (redstone power input) is given.
Detector blocks are designed to allow passing carts to be detected without needing to stop or derail them. They replace pressure plates as a much more efficient and reliable method of detecting carts and whether or not they have occupants. To get a better idea of how this could be useful in building a minecart track, check out the following video. It contains a demonstration of some basic examples of how pressure plates can be used when constructing minecart tracks (Skip to 5:30 and 6:30 to see the part on pressure plates.):
I hope that answers your question!
But maybe you could have a peice of track that acts as those cart detector blocks. You could then have the detector right next to the turn so it would be easier to make automatic turns and gates.
Yes I do know that that would be difficult to craft.
You could do something like this:
=rail =iron =redstone = wood
[] [] []
[] []
That would be an occupied cart detector. Your could just replace the iron with wood for an unoccupied cart detector.
Early on I considered making the cart detectors track pieces which would more closely mirror how the current pressure plates are used but I abandoned this concept due to a few reasons.
The current method requires that pressure plates (detectors) are placed as part of the track and that glitch-booster tracks (boosters) are located off to the side of the main rail. When examining the needs of automatic cart stations, I feel this was a counter intuitive design that doesn't properly reflect the object's role in the overall system. I felt it made more sense to design full-stops and booster-brakes as track pieces since they're supposed to output directly to the carts that pass over them. The detectors were then designed as objects that would be placed beside the track since they only receive input from passing carts and don't directly influence the carts themselves.
Also, I realized that Detectors could be used in a variety of applications outside of simply detecting carts on track. By making them a track-free block, they become much more flexible in their placement options. For example, one could place a column of detector blocks as one wall of a pez cart dispenser and link it up to a row of RS torches in a nearby station. This would allow for remote monitoring of how many carts are available to the station or whether a refill is needed and how soon. This set up would not be possible with track piece based detectors.
The only thing I have as a problem wen using mine craft with or without mine cart block mod is that the mine carts are way to slow at max speed. I like the block idea but I would want higher max speed on mine carts. In addition to that maybe another mine cart type that requires a gold block or something would be great. A mine cart that is harder to make but have a higher max speed.
I don't know what Ehnonimus had it mind for top speed but some of the glitch boosters are very fast. If that is the bases for powered boosters I don't see them as too slow.
When you're talking about minecarts moving slowly at max speed, are you referring to glitch-boosted minecarts or "powered minecarts"? Powered minecarts are notorious for their snail-like pace. Glitch-boosted carts however, can be quite fast.
Technically speaking, a group of minecarts linked together is a train. You can still get your wish, you just have to wait for linking minecarts to be added to the game. Linking minecarts is something I also would like to see in the game, however it's outside of the scope of this proposal so I haven't included it.
I give this the stamp of "Pure Awesome". ;D
That is only a concern if the final version is backwards compatible with existing maps. It may end up that every world will be replaced once we get to gold. If that is the case, people can preserve their current worlds and just play on an outdated engine.
The bigger problem is the powered cart lacks the strength to push another cart uphill. You can add several powered carts to get the job done, but you have to use double the fuel or more. Its also even more unwieldy trying to add fuel to two or more moving targets.
I think a system where carts are linked together would be too glitchy to create reliably. The solution should involve one cart, which can hold a chest and a engine at once and let the player ride along.
4 Types of carts:
Empty cart: Right click to enter, press Jump to Exit. Gravity powered only.
Chest Cart: Right click to enter, right click again bring up the chest inventory to move items from your backpack to your cart. Inventory (default = I) key exits chest inventory screen. Jump exits. Gravity powered only.
Engine Cart with Chest: Right click to enter. Right click again to bring up the engine inventory screen. You can access your backpack, the cart's chest and the furnace slot here. Drag and drop coal or wood into the furnace slot to start a fire. press your WASD to control direction. Tapping forward makes you move forward as long as a fire is burning in the engine. Tapping backwards key while going forward makes you stop, tapping it again makes you go backward. Jump is Exit
Engine Cart (no chest): Same as above, but no extra inventory
If you jump out of an engine cart, it continues moving the direction it was last going until it runs out of fuel and fire.
Crafting:
Cart=
chest cart
engine cart
chest+engine cart
or
or
or
engine and chest can be added in any order. at the same time or seperately. (to be done on the 2x2 grid seperately?)
If a powered cart encounters another cart on the same track, it can push it along flatrails, but stall out on uphill climbs. A powered cart with fire running and not moving is considered to have it brakes on. It can not be pushed. If the fire is out, it is in neutral and can be pushed like a regular cart.
If 2 powered carts end up moving towards each other and collide, they both break!!
I can't argue that they don't really fit into the Minecraft theme.
However, the point is that boosted Minecarts are FUN.
The #1 goal of game design is that it's fun. This is why so many people have come up with elaborate minecart systems. If you take that away, you kill some of the fun and ultimately, you hurt the game.
If Notch fixes the minecart glitch - which I'm sure he eventually will - he should implement a redstone-based booster system in it's place IMO.
Also, I voted support with minor changes, but that was before I saw the post about the separate cart detectors and occupied cart detectors - minor changes implemented! :-)
Better dungeon loot, bones in dirt, Witch hut loot, ect
I GRANT YOU A COOKIE GOOD SIR!