I am enormously disappointed with Mojang's official take on boosters, especially when there is this flawless implementation on the forums already.
I hope these get sorted out soon.
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.
The easy (not knowing a thing about the coding involved) but perhaps not very straightforward way would be to have your current detectors behave diffrently when it comes across a storagecart, that will however mess upp systems where storagecarts and transportationcarts share tracks.
I can live with 2 additional detector blocks, I think the added potential is well worth it.
Remember, anything that interacts with redstone is binary in nature. It's either on or off, 1 or 0. There's no way to "behave differently" in that regard. Also, I understand that you could live with two additional detector blocks, but Minecraft is extremely limited in the number of block id's and textures that can be added. I've tried to limit the number of additional textures and blocks to a maximum of 4, but even that feels like too much. Jeb's decision to only include two new track pieces may have been a result of this limitation.
It's one of the first mods I've seen that isn't ridiculously complicated.
Agreed, many of the mods I've seen are indeed ridiculously complicated.
Quote from Ehnonimus »
but Minecraft is extremely limited in the number of block id's and textures that can be added.
Sorry, what? 255 is actually quite a large number of block ID's, and less than half of those are already taken. As for textures, I highly doubt there is any reason preventing the terrain.png from simply being made larger to accomodate more textures. I don't know whether you would do any modding in order to get Minecraft to detect the extra textures (depends on how it works), but it should be possible to do.
I have to say that the 1.5 update is pretty fantastic overall but the minecart update specifically is really weaksauce. I wish they'd just waited on it.
And when I say weak I also mean that literally: having to put a booster on every third piece of uphill track is just silly.
Also silly: Why do I craft the detector track with a stone plate if it gives me the function of a wooden plate?
I have to say that the 1.5 update is pretty fantastic overall but the minecart update specifically is really weaksauce. I wish they'd just waited on it.
And when I say weak I also mean that literally: having to put a booster on every third piece of uphill track is just silly.
Also silly: Why do I craft the detector track with a stone plate if it gives me the function of a wooden plate?
Because jeb did a half hearted job with the boosters and they detect both cart types regardless of how they are made
(maybe we could use jeb's code for the alignment of the boosters tho.)
I managed to make a tiny video displaying my proof of concept fully automatic item transportation system using this mod and the allocator from Pfaeff.
Tried to make a longer video but the program kept crashing and it doesn't recognise my microphone so it's all described with annotations.
This is my very first video attempt so be nice :smile.gif:
You too? I've been working on a version of my own. I, however, am also running Peronix's Sensors Blocks mod (forget by who, and got too many results to easily parse through when I searched for it) and used its wooden sensor block and some carefully calibrated timing (in the case of my loading station) to determine if a cart is full or not. Here's a video of them in action.
I spend enough time looking at the workings of them that you shouldn't have any problems reproducing them if you want. If you have questions about it, leave them as comments on the video or PM me, so that this thread can stay on topic. :smile.gif:
And speaking of being on topic, I'm not that thrilled by the "official" boosters myself.
[edit] Finally found the Sensor Blocks mod's thread and thus added the creator's name. [/edit]
Rollback Post to RevisionRollBack
To see what mods I've made, use, and support: see my About Me Page.
Sorry for the absence that will be addressed later. Here are my current thoughts, grab some popcorn.
Storage Cart Detection
We would need a new block for this. All its has to do it to check if its a storage cart. Then run a second check to see if the inventory of that cart is more than 0. I'll call it the Full Storage Detector from now on. So now you need it run it like this. Wooden Cart detector under a Booster Track. Next track is a Full Stop hooked up to a Full Storage Detector. Then use a pulse redstone circuit to an Allocator from the empty storage cart to a Large Chest. Task Complete.
The only notable flaw is remembering when your Double Chest gets full the cart will sit there indefinitely. To bypass this have an Allocator from that Double Chest to another Double Chest. You can do this as many times as you feel necessary.
Sloped Booster Tracks
I find it unnecessary to add sloped Boosters to Minecarts MK II. It being a special track piece, I remember it being purposefully flat track only. I can't remember exactly why. 2 things that come to mind is that you still have to be creative making tracks and we didn't have to make a slanted booster track art.
The Minecraft 1.5 Update
I actually have nothing to say about Jeb's flawed system. I am far to bias to even test it seriously. As it stands this is a Mod that does what mods do. It improves a part of the game that players have a choice of adding or not. If you want a cooler looking world Download a texture pack. If you want guns, download SDK's Gun mod (or others that add guns). If you want a Fully Functional Minecart Booster and Detector system with lots of flexibility and player friendly interfaces (including stacking on tracks and auto-starting carts when you get in them), Download this mod. Minecarts MK II, the no-nonsense solution to Minecarts.
Explanation of absence
Glados hates me and I must exact revenge upon her.
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
For me the major issue with mojang boosters is that they can't start a cart.
You mean, unless you use a button.
But yeah, for me it seems natural to use a button because the terminating stops all used door boosters, but for the designs that evolved from the plate-using ones it's a huge step backwards from MMkII.
For me the major issue with mojang boosters is that they can't start a cart.
You mean, unless you use a button.
But yeah, for me it seems natural to use a button because the terminal stops all use door boosters, but for the designs that evolved from the plate-using ones it's a huge step backwards from MMkII.
I thought if you powered a booster rail from a standstill, it wouldn't affect the cart? I haven't experimented much yet though, to be honest.
I forgot: There is NO WAY [edit] -->] to use the boosters to take off in a continuous-track configuration. It has to be at the end of a track, with a block next to the terminating end of the track.
Brick = any block, Gold = booster, Iron = track
Then when power is applied, it will send you on your way.
The wiki says you need 2 to go from dead stop to full speed, and I've found this to be true. However, I think I've also found that if you have both of them at the end, like , incoming traffic will not quite be in position to take off again without getting out and repositioning the cart. But if you do this: , you'll avoid that problem.
Maybe something like this could be done:
[] [] [] [] []
[] [] [] [] []
Where the is a track switch that automatically changes briefly when people press the button to leave.
Storage Cart Detection
We would need a new block for this. All its has to do it to check if its a storage cart. Then run a second check to see if the inventory of that cart is more than 0. I'll call it the Full Storage Detector from now on.
Not to be picky but if the inventory is more than 0 it can be full, it can also contain 1 flower :smile.gif:
That detector shuld be called the Empty Storage Detector and output a 1 if the inventory is empty.
We would also need one that checks if the inventory of the cart is less than full :smile.gif:
Shuld output 1 if the inventory is full and be called the Full Storage Detector.
In your proposal you have an Empty Storage Detector and a Full Storage Detector. Now if you have both effecting the same track and a Full Storage Cart comes through you'll most likely have the cart stop and use the Full Storage Detector to Allocate the items out. The problem then arises that after it allocates the first item it is no longer "full". It needs to be addressed that there will be a time where it neither Completely Empty nor Completely Full, you need a "Sort of Full" Detector. This is what I was trying to avoid, more blocks than necessary. Additionally why would you need an Empty Storage Detector if the Wooden Detector block does essentially the same thing (The only difference is that it can detect whether it is a storage cart apart from another type of minecart)?
So my proposal still stands as simple as possible. Storage Cart Detector: If Storage Cart has items in it (weather that be 1 flower or 10x 64 stacks of Cobblestone), output 1. If else (Empty Storage Cart, Mob Filled, or Empty Minecart, Powered Minecart...) output 0.
@MDGrein
Sorry I forgot to put this in my last post. As far as recording goes, try Audacity. Its a free music and audio editor but I mainly just use it to record myself then put it with the video I make using a video editor (I use Vegas Pro but Windows Movie Maker does the job fine)
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
Sorry for a long one but to awoid the horror of doubleposting.
Part 1
Quote from CobaltStarr »
You too? I've been working on a version of my own. I, however, am also running the Sensors Blocks mod (forget by who, and got too many results to easily parse through when I searched for it) and used its wooden sensor block and some carefully calibrated timing (in the case of my loading station) to determine if a cart is full or not. Here's a video of them in action.
-snip-
I spend enough time looking at the workings of them that you shouldn't have any problems reproducing them if you want. If you have questions about it, leave them as comments on the video or PM me, so that this thread can stay on topic. :smile.gif:
And speaking of being on topic, I'm not that thrilled by the "official" boosters myself.
The issue I have is that in an optimal world I want a loader by my cactus farm, one by the mobgrinder, one leading to current digsite and so forth.
Those places doesn't have a constant flow of items and a time based loading mechanism will be far from optimal.
A cart by a digsite you can send back to base manually when it is full but the unloader will haveto be timed for how long it takes to unload a cart filled with 64stacks since that is "worst case"
Imagine a cart that for some reason is filled with tools arriving at the unloader, it will be unloaded in 1/64 of the time compared to a cart filled with dirt.
But since you can't detect when it's empy the unloader goes though it's entire cycle wasting looooooads of time.
The same thing obviously applies for loading.
But yes, if you have a controlled and constant flow of items you can time a full loading and unloading station, but in how many cases do you have a flow of items that perfect?
That is why I think this mod would greatly benefit from having storagecart specific detectors.
I'm sorry, but have you actually watched my video? "Carefully calibrated timing" has nothing to do with the cart, but instead with the items being loaded into it. (I never should have mentioned the phrase, but I spent something like 6-8 hours trying to get the station to work until I hit upon the idea for my "carefully calibrated timing" so I'm a bit... fixated on it.) In the video, while my loading station is at work, I open the cart and put more items into it. The cart departs only when an item holding area (an empty space between two allocators) isn't emptied by having the items put in it being transfered to the cart within the cycle time of the 9-clock that powers the station. THAT'S what I mean by "carefully calibrated timing".
Quote from MDGrein »
...I want a loader by my cactus farm, one by the mobgrinder, one leading to current digsite and so forth.
So do I, and I can! :biggrin.gif:
All of your misgivings regarding my stations are misplaced as far as I can see.
And as far as new blocks go, I'd only want a block to detect if a cart is simply a storage cart or not. Empty, Full, or otherwise makes no difference to me and my stations.
Rollback Post to RevisionRollBack
To see what mods I've made, use, and support: see my About Me Page.
I was actually more disappointed than I expected to be. Not even a brake... They also just crudely jammed a full stop and booster into one. Vanilla minecraft has a minecart booster, but we have a minecart bosster.
Eh 1.5 has been out long enough for people to make their own opinions. I've always been skeptical of Jeb's ideas for boosters and it seems my skepticism was warranted this time. However he does bring some improvements and actually useful ideas to the table with his implementation.
Pros:
Track snapping - If we can get this working it would be great.
Passing of charge to 'x' adjacent boosters - Also something that if we can emulate it would be a bonus.
Cons:
Merged functionality of boosters and full stop - There are applications where you don't always want a boost but also don't want to stop.
Pressure tracks - Very limited, takes additional redstone systems to keep charge passed to boosters or other devices.
Lack of starting push - Makes automated stations impossiblevery impractical, and hinders useful cart storage practices.
Neutral-ish:
Multi-directional - I can see this having its uses and maybe if it was combined into our system it could be a useful addition. (Assuming the slowing properties were removed)
Overall I give him a 2/10 for his efforts.
For now I hope mc_modder07 is willing to continue coding this as a mod and maybe we can get Jeb to reconsider his implementation.
As for all this talk of storage cart reading I give you the motto "Keep it simple stupid" or K.I.S.S.
Rollback Post to RevisionRollBack
No matter how dark the night may seem, there is always the light of hope to guide your path, you only need to allow it.
@Storage Cart Detector Debators: I believe we shouldn't add any blocks for this and use the occupied cart detector to detect if the storage cart has items or is an "occupied storage cart". The unoccupied cart detector could detect if their is a cart their and whether it is empty hence an "unoccupied storage cart". While this is an extra bit of coding I would not mind trying to code this (it will still be a separate block because I dont have access to the source. And I still want to learn java so its a good way to learn) and if it gets accepted or improved ill be happy and if not oh well I learnt something at least.
I watched it but somehow missed out on alot of details (was a tad stressed out).
I've since rewatched it and I must give words praise to your enginious design.
I can clearly see the many hours of work are working for you.
Apology (and praise) happily accepted. :wink.gif:
Quote from MDGrein »
But imagine how much easier it would be with a detectorblock simply stopping the loading and sending the cart away :smile.gif:
You do have a point. I wouldn't have had to (metaphorically) beat my head against a wall until I came up with the timing system if such a block existed. But I'm also big on blocks being able to do more than one thing. Empty and Full Storage Minecart Detectors (What a tooltip THOSE would be, huh?) seem overly specialized. I can only imagine a single instance such blocks would be useful. And that's the very one we are talking about now. On the other hand...
Quote from MDGrein »
One detectorblock with a rightclick mode change perhaps (output on full/empty)?
This I could accept more easily if it included a default setting that simply detected storage minecarts regardless of contents.
Quote from Brigander »
As for all this talk of storage cart reading I give you the motto "Keep it simple stupid" or K.I.S.S.
Amen. If I were to create a mod, one of my mottos regarding it would be: Simple, Easy, Useful. The simpler it is, the easier it is to use, the more use you can get out of it. Minecarts Mk.II certainly lives up to this principle in my opinion.
Quote from Zenox96 »
@Storage Cart Detector Debators: I believe we shouldn't add any blocks for this and use the occupied cart detector to detect if the storage cart has items or is an "occupied storage cart". The unoccupied cart detector could detect if their is a cart their and whether it is empty hence an "unoccupied storage cart". While this is an extra bit of coding I would not mind trying to code this (it will still be a separate block because I dont have access to the source. And I still want to learn java so its a good way to learn) and if it gets accepted or improved ill be happy and if not oh well I learnt something at least.
I'm with you Brigander on the track pieces
I've tried to imagine a working system using your proposed change to the occupied cart detector and I have to say it wouldn't work. The reason being is that for an automated storage cart system, detection of the Full and Empty states are critical, and your proposal would have no way of detecting the Full state. In a loading station, your proposal would only allow the cart to receive a single item before being launched on its way. Thank you for trying, however.
Rollback Post to RevisionRollBack
To see what mods I've made, use, and support: see my About Me Page.
I heard the new update added a booster track.
I also heard that the booster track is your booster track AND your full stop track.
Problem?
YES. The booster track only works if it's activated. ie, if you don't have a torch/button/switch/whatever-supplies-power-to-it near it, it doesn't work.
Do regular minecart boosters work after this update (the glitch that everyone used to use)?
Rollback Post to RevisionRollBack
Quote from deathguardian97 »
Let's suffice to say I don't think using frickin flint and steel is going to light moss on fire...
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Quote from DarkerFalz »
Do regular minecart boosters work after this update (the glitch that everyone used to use)?
A friend of mine said that they do, but that was as of 1.5, not 1.5_1. If I get around to building one without murdering my computer (since the tracks no longer auto-align properly on slopes/curves/etc.), I'll get back to you on that.
Also, does anyone know exactly where to find the mod that the OP mentions in the first post? If I'm being too lazy, tell me to look.
P.S. The general sentiment of my friends and myself tends towards the "1.5x goes way beyond disappointment into an 'anti-upgrade'". Please, Notch, take a few leaves out of this thread...
Hmmm I missed that little thing maybe one more block which could detect when a cart is full(another thread would be best for this mod if someone where to make it) and this would be a hard thing to code because it would have to detect if the objects are stackable and if they are whether they are a full stack or not (plus this would have to be done really quickly(aka within a tick))
I hope these get sorted out soon.
Remember, anything that interacts with redstone is binary in nature. It's either on or off, 1 or 0. There's no way to "behave differently" in that regard. Also, I understand that you could live with two additional detector blocks, but Minecraft is extremely limited in the number of block id's and textures that can be added. I've tried to limit the number of additional textures and blocks to a maximum of 4, but even that feels like too much. Jeb's decision to only include two new track pieces may have been a result of this limitation.
Sorry, what? 255 is actually quite a large number of block ID's, and less than half of those are already taken. As for textures, I highly doubt there is any reason preventing the terrain.png from simply being made larger to accomodate more textures. I don't know whether you would do any modding in order to get Minecraft to detect the extra textures (depends on how it works), but it should be possible to do.
Maybe he will listen if we do so...
Because it was like this:
- I don't wanna do anything, jeb you do it.
- Okay, I don't understand **** about minecarts but I will do it.
And now see what we got... totally worthless trash.
So, lets all spam their twitters untill they redesign it!
And when I say weak I also mean that literally: having to put a booster on every third piece of uphill track is just silly.
Also silly: Why do I craft the detector track with a stone plate if it gives me the function of a wooden plate?
Because jeb did a half hearted job with the boosters and they detect both cart types regardless of how they are made
(maybe we could use jeb's code for the alignment of the boosters tho.)
You too? I've been working on a version of my own. I, however, am also running Peronix's Sensors Blocks mod
(forget by who, and got too many results to easily parse through when I searched for it)and used its wooden sensor block and some carefully calibrated timing (in the case of my loading station) to determine if a cart is full or not. Here's a video of them in action.I spend enough time looking at the workings of them that you shouldn't have any problems reproducing them if you want. If you have questions about it, leave them as comments on the video or PM me, so that this thread can stay on topic. :smile.gif:
And speaking of being on topic, I'm not that thrilled by the "official" boosters myself.
[edit] Finally found the Sensor Blocks mod's thread and thus added the creator's name. [/edit]
Storage Cart Detection
We would need a new block for this. All its has to do it to check if its a storage cart. Then run a second check to see if the inventory of that cart is more than 0. I'll call it the Full Storage Detector from now on. So now you need it run it like this. Wooden Cart detector under a Booster Track. Next track is a Full Stop hooked up to a Full Storage Detector. Then use a pulse redstone circuit to an Allocator from the empty storage cart to a Large Chest. Task Complete.
The only notable flaw is remembering when your Double Chest gets full the cart will sit there indefinitely. To bypass this have an Allocator from that Double Chest to another Double Chest. You can do this as many times as you feel necessary.
Sloped Booster Tracks
I find it unnecessary to add sloped Boosters to Minecarts MK II. It being a special track piece, I remember it being purposefully flat track only. I can't remember exactly why. 2 things that come to mind is that you still have to be creative making tracks and we didn't have to make a slanted booster track art.
The Minecraft 1.5 Update
I actually have nothing to say about Jeb's flawed system. I am far to bias to even test it seriously. As it stands this is a Mod that does what mods do. It improves a part of the game that players have a choice of adding or not. If you want a cooler looking world Download a texture pack. If you want guns, download SDK's Gun mod (or others that add guns). If you want a Fully Functional Minecart Booster and Detector system with lots of flexibility and player friendly interfaces (including stacking on tracks and auto-starting carts when you get in them), Download this mod. Minecarts MK II, the no-nonsense solution to Minecarts.
Explanation of absence
Glados hates me and I must exact revenge upon her.
-No I do not plan on setting him on fire
You mean, unless you use a button.
But yeah, for me it seems natural to use a button because the terminating stops all used door boosters, but for the designs that evolved from the plate-using ones it's a huge step backwards from MMkII.
I forgot: There is NO WAY [edit] -->] to use the boosters to take off in a continuous-track configuration. It has to be at the end of a track, with a block next to the terminating end of the track.
Brick = any block, Gold = booster, Iron = track
Then when power is applied, it will send you on your way.
The wiki says you need 2 to go from dead stop to full speed, and I've found this to be true. However, I think I've also found that if you have both of them at the end, like , incoming traffic will not quite be in position to take off again without getting out and repositioning the cart. But if you do this: , you'll avoid that problem.
Maybe something like this could be done:
[] [] [] [] []
[] [] [] [] []
Where the is a track switch that automatically changes briefly when people press the button to leave.
In your proposal you have an Empty Storage Detector and a Full Storage Detector. Now if you have both effecting the same track and a Full Storage Cart comes through you'll most likely have the cart stop and use the Full Storage Detector to Allocate the items out. The problem then arises that after it allocates the first item it is no longer "full". It needs to be addressed that there will be a time where it neither Completely Empty nor Completely Full, you need a "Sort of Full" Detector. This is what I was trying to avoid, more blocks than necessary. Additionally why would you need an Empty Storage Detector if the Wooden Detector block does essentially the same thing (The only difference is that it can detect whether it is a storage cart apart from another type of minecart)?
So my proposal still stands as simple as possible. Storage Cart Detector: If Storage Cart has items in it (weather that be 1 flower or 10x 64 stacks of Cobblestone), output 1. If else (Empty Storage Cart, Mob Filled, or Empty Minecart, Powered Minecart...) output 0.
@MDGrein
Sorry I forgot to put this in my last post. As far as recording goes, try Audacity. Its a free music and audio editor but I mainly just use it to record myself then put it with the video I make using a video editor (I use Vegas Pro but Windows Movie Maker does the job fine)
-No I do not plan on setting him on fire
I'm sorry, but have you actually watched my video? "Carefully calibrated timing" has nothing to do with the cart, but instead with the items being loaded into it. (I never should have mentioned the phrase, but I spent something like 6-8 hours trying to get the station to work until I hit upon the idea for my "carefully calibrated timing" so I'm a bit... fixated on it.) In the video, while my loading station is at work, I open the cart and put more items into it. The cart departs only when an item holding area (an empty space between two allocators) isn't emptied by having the items put in it being transfered to the cart within the cycle time of the 9-clock that powers the station. THAT'S what I mean by "carefully calibrated timing".
So do I, and I can! :biggrin.gif:
All of your misgivings regarding my stations are misplaced as far as I can see.
And as far as new blocks go, I'd only want a block to detect if a cart is simply a storage cart or not. Empty, Full, or otherwise makes no difference to me and my stations.
Pros:
Track snapping - If we can get this working it would be great.
Passing of charge to 'x' adjacent boosters - Also something that if we can emulate it would be a bonus.
Cons:
Merged functionality of boosters and full stop - There are applications where you don't always want a boost but also don't want to stop.
Pressure tracks - Very limited, takes additional redstone systems to keep charge passed to boosters or other devices.
Lack of starting push - Makes automated stations
impossiblevery impractical, and hinders useful cart storage practices.Neutral-ish:
Multi-directional - I can see this having its uses and maybe if it was combined into our system it could be a useful addition. (Assuming the slowing properties were removed)
Overall I give him a 2/10 for his efforts.
For now I hope mc_modder07 is willing to continue coding this as a mod and maybe we can get Jeb to reconsider his implementation.
As for all this talk of storage cart reading I give you the motto "Keep it simple stupid" or K.I.S.S.
I'm with you Brigander on the track pieces
Apology (and praise) happily accepted. :wink.gif:
You do have a point. I wouldn't have had to (metaphorically) beat my head against a wall until I came up with the timing system if such a block existed. But I'm also big on blocks being able to do more than one thing. Empty and Full Storage Minecart Detectors (What a tooltip THOSE would be, huh?) seem overly specialized. I can only imagine a single instance such blocks would be useful. And that's the very one we are talking about now. On the other hand...
This I could accept more easily if it included a default setting that simply detected storage minecarts regardless of contents.
Amen. If I were to create a mod, one of my mottos regarding it would be: Simple, Easy, Useful. The simpler it is, the easier it is to use, the more use you can get out of it. Minecarts Mk.II certainly lives up to this principle in my opinion.
I've tried to imagine a working system using your proposed change to the occupied cart detector and I have to say it wouldn't work. The reason being is that for an automated storage cart system, detection of the Full and Empty states are critical, and your proposal would have no way of detecting the Full state. In a loading station, your proposal would only allow the cart to receive a single item before being launched on its way. Thank you for trying, however.
I also heard that the booster track is your booster track AND your full stop track.
Problem?
YES. The booster track only works if it's activated. ie, if you don't have a torch/button/switch/whatever-supplies-power-to-it near it, it doesn't work.
Do regular minecart boosters work after this update (the glitch that everyone used to use)?
A friend of mine said that they do, but that was as of 1.5, not 1.5_1. If I get around to building one without murdering my computer (since the tracks no longer auto-align properly on slopes/curves/etc.), I'll get back to you on that.
Also, does anyone know exactly where to find the mod that the OP mentions in the first post? If I'm being too lazy, tell me to look.
P.S. The general sentiment of my friends and myself tends towards the "1.5x goes way beyond disappointment into an 'anti-upgrade'". Please, Notch, take a few leaves out of this thread...
Hmmm I missed that little thing maybe one more block which could detect when a cart is full(another thread would be best for this mod if someone where to make it) and this would be a hard thing to code because it would have to detect if the objects are stackable and if they are whether they are a full stack or not (plus this would have to be done really quickly(aka within a tick))