Yes, yes, a thousand times yes.
Boosters look annoying to me (because of the excess track and ditches that you have to lay and dig), so this would make a nice addition.
One question though: What does a detector block do? I didn't quite pick up on that.
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Quote from deathguardian97 »
Let's suffice to say I don't think using frickin flint and steel is going to light moss on fire...
Yes, yes, a thousand times yes.
Boosters look annoying to me (because of the excess track and ditches that you have to lay and dig), so this would make a nice addition.
One question though: What does a detector block do? I didn't quite pick up on that.
They would detect a cart passing on any adjacent track (or above/below) and provide power to a selected side allowing for there to be boosters as well as detectors affecting the same block
Yes, yes, a thousand times yes.
Boosters look annoying to me (because of the excess track and ditches that you have to lay and dig), so this would make a nice addition.
One question though: What does a detector block do? I didn't quite pick up on that.
They would detect a cart passing on any adjacent track (or above/below) and provide power to a selected side allowing for there to be boosters as well as detectors affecting the same block
So the booster isn't powered all the time, or it's only powered when an occupied cart passes? Cool, I like it.
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Quote from deathguardian97 »
Let's suffice to say I don't think using frickin flint and steel is going to light moss on fire...
We're already well aware of the Power Rail and we've been keeping a close watch on it's progress. So far, based on what Jeb's said about his implementation, we've been given reason to maintain a skeptical outlook on the final result. That is to say, we're continuing work on our project in case the Power Rail turns out to be a disappointment.
[EDIT] I've added this answer to the OP under the "Why do we need this?" section with an additional link to it in the "What is it?" section. Feel free to link people who don't read the OP and ask this to the answer in the OP.
So the booster isn't powered all the time, or it's only powered when an occupied cart passes? Cool, I like it.
Boosters are only powered when hit with redstone. Detectors sense minecarts and output redstone on the side with the circle. So if you put a Booster directly on top of a detector that's facing upward, then as soon as you arrive... Boost!
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-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
I've noticed that the booster and full-stop pieces got cool new graphics since this idea was first suggested, but detector blocks have remained the same. It's not a big deal, but I just find the detectors kind of ugly (maybe it's just because I prefer squares over circles.)
I love the Minecarts Mk. II suggestion and am hoping that Notch's implementation of track pieces will live up to its awesomeness.
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Mostly moved on. May check back a few times a year.
Sorry for the randomness, I'm not the best speaker ^^" <--- Sweat drop
It was funny randomness. Also, if you ever want to not say any of that, try a written speech. At least you have a normal voice, unlike mine.:sleep.gif:
Then to detect partial load you combine the two.
wood 1 / stone 0 = empty
wood 0 / stone 1 = full
wood 0 / stone 0 = partial load
detector rail = vanilla cart detection
This would however make it tricky to simply detect storagecarts but on the other hand you could use Mojangs detector rails for that.
Could you explain how they would be combined? I'm afraid I don't understand that part.
(Also, I have yet to test the 1.5 update. I'll have some time this afternoon to play MC so I should have some thoughts on it this evening.)
Could you explain how they would be combined? I'm afraid I don't understand that part.
(Also, I have yet to test the 1.5 update. I'll have some time this afternoon to play MC so I should have some thoughts on it this evening.)
This is one way (viewed from the direction of travel)
[] [] []
Another way (the one I have in mind)
[] [] []
[]
= wooden detector
= stone detector
= the track
Idea is to use both of them on the same trackpiece and combine the outputs with the help of some logic gates.
Hope that makes sense.
Oh, in that case combining detection blocks is already possible in Minecarts Mk.II. With two detection block adjacent to the same track piece, you can detect if a cart is present or not, and if it is, you can also distinguish whether it's an empty or occupied cart.
This feature was also possible with the old pressure-plate and glitch-booster system although it wasn't 100% reliable due to carts sliding on plates. Since one of the key ideals behind Minecarts Mk.II was to retain (and improve) player options when constructing minecart systems, I felt that whatever method of detection I developed also had to have this feature and thus, I intentionally included it in the detector's design. I've already built a touch-less cart station, a cart sorter, and a runaway empty cart prevention system that makes use of this ability.
It's too bad Jeb decided to disregard this potential functionality and released a detector design that is incapable of any of these tasks.
Combining them is already possible. You can detect if a cart is present or not, and if it is, whether it's an empty or occupied cart. Being able to use two detector blocks adjacent to a booster track was one of the main features of the detector block design. I've already built a touch-less cart station in 1.4 that makes use of this feature. I'll get a vid up once mcmodder_07 updates the mod.
Yes, detecting a player/mob/stuff like that is not a problem but try running a storage cart pass them and see if they light up diffrently depending on how much cargo it is carrying.
See the problem?
Watch my video for the only good way of explaining my goal :smile.gif:
Do the built in detector rails do this though? I believe that all it does is detect if their is a cart not, and not what type of cart it is. (btw ill test this later)
Do the built in detector rails do this though? I believe that all it does is detect if their is a cart not, and not what type of cart it is. (btw ill test this later)
You are correct it only detects carts of any and all types without exceptions.
Imagine a detector that gives a redstone signal if the storage minecart is empty and another that fires if it's full.
Hello fully automated mobgrinders and farewell "inventory clearing trips back to base".
Not to mention next release of the allocator will have item filters, yum!
I also can't wait for Pfaeff's next release. :wink.gif:
Also to clarify, the wood detector is activated by any cart. The stone detector is activated only by carts with mobs or players in them. I have been unable to come up with a simple, straightforward method of detecting other cart types/status' without resorting to adding additional detector block types.
Boosters look annoying to me (because of the excess track and ditches that you have to lay and dig), so this would make a nice addition.
One question though: What does a detector block do? I didn't quite pick up on that.
They would detect a cart passing on any adjacent track (or above/below) and provide power to a selected side allowing for there to be boosters as well as detectors affecting the same block
http://www.minecraftwiki.net/wiki/Power_Rail
So the booster isn't powered all the time, or it's only powered when an occupied cart passes? Cool, I like it.
We're already well aware of the Power Rail and we've been keeping a close watch on it's progress. So far, based on what Jeb's said about his implementation, we've been given reason to maintain a skeptical outlook on the final result. That is to say, we're continuing work on our project in case the Power Rail turns out to be a disappointment.
[EDIT] I've added this answer to the OP under the "Why do we need this?" section with an additional link to it in the "What is it?" section. Feel free to link people who don't read the OP and ask this to the answer in the OP.
Some of us remain unconvinced that his implementation will be acceptable.
Edit: Ninja'd
Boosters are only powered when hit with redstone. Detectors sense minecarts and output redstone on the side with the circle. So if you put a Booster directly on top of a detector that's facing upward, then as soon as you arrive... Boost!
-No I do not plan on setting him on fire
I love the Minecarts Mk. II suggestion and am hoping that Notch's implementation of track pieces will live up to its awesomeness.
Mostly moved on. May check back a few times a year.
Allow me to rephrase that... I'm glad someone else had the idea and actually decided to go ahead and do it :tongue.gif:.
I didn't even begin implementation or design, merely conceptualisation.
Its okay. I didn't see it in the OP either. The download link was a page or 3 ago by our Modder Mcmodder_07
You'll also need Mod Loader from Risugami
Full instructions are halfway down the previous page (also by me)
Edit as to avoid double posting:
Here is the video I made of Scott0134's stations Sorry for the randomness, I'm not the best speaker ^^" <--- Sweat drop
-No I do not plan on setting him on fire
It was funny randomness. Also, if you ever want to not say any of that, try a written speech. At least you have a normal voice, unlike mine.:sleep.gif:
Could you explain how they would be combined? I'm afraid I don't understand that part.
(Also, I have yet to test the 1.5 update. I'll have some time this afternoon to play MC so I should have some thoughts on it this evening.)
facepalm.jpg
Notch aproves:
Is that penis on pills?
Oh, in that case combining detection blocks is already possible in Minecarts Mk.II. With two detection block adjacent to the same track piece, you can detect if a cart is present or not, and if it is, you can also distinguish whether it's an empty or occupied cart.
This feature was also possible with the old pressure-plate and glitch-booster system although it wasn't 100% reliable due to carts sliding on plates. Since one of the key ideals behind Minecarts Mk.II was to retain (and improve) player options when constructing minecart systems, I felt that whatever method of detection I developed also had to have this feature and thus, I intentionally included it in the detector's design. I've already built a touch-less cart station, a cart sorter, and a runaway empty cart prevention system that makes use of this ability.
It's too bad Jeb decided to disregard this potential functionality and released a detector design that is incapable of any of these tasks.
Do the built in detector rails do this though? I believe that all it does is detect if their is a cart not, and not what type of cart it is. (btw ill test this later)
I also can't wait for Pfaeff's next release. :wink.gif:
Also to clarify, the wood detector is activated by any cart. The stone detector is activated only by carts with mobs or players in them. I have been unable to come up with a simple, straightforward method of detecting other cart types/status' without resorting to adding additional detector block types.