So thanks for the help, guys. Found out that my craftBukkit installation, which I was scp-ing to the server, didn't have any of the read/write access that the "runServer" script actually needed.
Anyway, I'm trying this out on my server that's among some friends (I'd invite you guys to join, but it's behind a nice firewall that I don't have access to).
Hopefully I'll make a video showing off some of the features, soon.
So thanks for the help, guys. Found out that my craftBukkit installation, which I was scp-ing to the server, didn't have any of the read/write access that the "runServer" script actually needed.
Anyway, I'm trying this out on my server that's among some friends (I'd invite you guys to join, but it's behind a nice firewall that I don't have access to).
Hopefully I'll make a video showing off some of the features, soon.
Thanks!
Great to know you got it working! We look forward to seeing your vid of it in action!
Just downloaded and installed this mod, and I'm looking forward to experimenting! :biggrin.gif:
However, I'm not sure if this is a new bug, or I'm doing something wrong, but the detector blocks don't seem to be working. They detect a cart/player in a cart, and the light on the side indicating the direction of the output turns on, but it doesn't actually effect any redstone objects placed adjacent to the output. I tried dust on the ground in front of it, and attaching a redstone torch directly to the output, and neither do anything when the output light turns on!
Anyone have any ideas?
EDIT: Additionally, it seems the booster and full-stop tracks, while being able to be crafted and placed, and turned on/off with a redstone torch, they are not counting as a track. The minecart simply drops down to the ground and stops, as if there was nothing there at all.
Perhaps I've only "half" installed it? I placed the zip file in the mods directory, instead of extracting and inserting all the files inside the zip file into minecraft.jar like I had to do with ModLoader. Could that be the problem?
EDIT 2: Yep, that fixed it. Had to extract and insert into minecraft.jar. Is that "loading mods from the mods folder" thing still a work in progress or something?
I have an idea for one more rail type to make this mod absolutely perfect.
Currently, minecarts can be redirected using track activated by redstone. Unfortunately, this system is very flawed, as it's very difficult to tell what the track piece will toggle to. I think there should be a block that has two set directions it can toggle to and from using redstone.
I have an idea for one more rail type to make this mod absolutely perfect.
Currently, minecarts can be redirected using track activated by redstone. Unfortunately, this system is very flawed, as it's very difficult to tell what the track piece will toggle to. I think there should be a block that has two set directions it can toggle to and from using redstone.
I like this idea! I've always felt like the current solution is kind of exploiting buggy mechanics. Especially when you're coming from the "wrong" direction and your cart makes a glitchy spin as it passes over the curve.
I have an idea for one more rail type to make this mod absolutely perfect.
Currently, minecarts can be redirected using track activated by redstone. Unfortunately, this system is very flawed, as it's very difficult to tell what the track piece will toggle to. I think there should be a block that has two set directions it can toggle to and from using redstone.
I like this idea! I've always felt like the current solution is kind of exploiting buggy mechanics. Especially when you're coming from the "wrong" direction and your cart makes a glitchy spin as it passes over the curve.
Curved Rails are not buggy; they are unintuitive. Curved Rails follow the South-West rule (like everything else in Minecraft). Once unpowered, Curved Rails will seek an orientation that allows them to connect to the south and/or west. This leads to the common occurrence of someone building a north-east curve, only to discover that it turns unexpectedly south-east or north-west when they switch the power on and off.
A new block/rail type is not needed, but something should definitely be added to the proposal (but not the mod!) about improving the intuitiveness of Curved Rails. My initial suggestion: give them a redstone indicator light and allow them to remember the orientation they were placed in. Then, they simply seek an alternative orientation when they get powered up, and return to the placed orientation when unpowered. Unfortunately, I can already think of a flaw or two with this suggestion, so if anyone has a better idea, speak up.
Rollback Post to RevisionRollBack
To see what mods I've made, use, and support: see my About Me Page.
Curved Rails are not buggy; they are unintuitive. Curved Rails follow the South-West rule (like everything else in Minecraft). Once unpowered, Curved Rails will seek an orientation that allows them to connect to the south and/or west. This leads to the common occurrence of someone building a north-east curve, only to discover that it turns unexpectedly south-east or north-west when they switch the power on and off.
A new block/rail type is not needed, but something should definitely be added to the proposal (but not the mod!) about improving the intuitiveness of Curved Rails. My initial suggestion: give them a redstone indicator light and allow them to remember the orientation they were placed in. Then, they simply seek an alternative orientation when they get powered up, and return to the placed orientation when unpowered. Unfortunately, I can already think of a flaw or two with this suggestion, so if anyone has a better idea, speak up.
Hmm. I agree that they're unintuitive, but I don't have any ideas for improving them. I find that after placing a switch section of track I'll give it a quick on-off flash of RS power to "set" it and make sure it's working the way I intended. Until someone comes up with something better, this method works for me. ;-)
I had a lot of time where I could do nothing but wait around today, and I spent some of it trying to flesh out my earlier proposal for revisions to the detector blocks a bit more. Here's what I've got so far: (Please note that will always represent redstone dust and that these recipes are simply suggestions. I have no idea how well balanced they are.)
The Universal Minecart Detector
Provides completely unfiltered minecart detection. This means that any type of minecart that passes it will trigger a response.
Notes:
This is simply a renamed wooden minecart detector.
The Passenger Minecart Detector
Provides detection of rideable, passenger minecarts. Can be adjusted to detect only passenger minecarts that are either occupied or unoccupied.
Notes:
This would be a modified version of the stone minecart detector.
Right-clicking the output face of the block changes the detection mode and the appearance of the output.
In default detection mode, the output would look like the dot it has now.
In occupied detection mode, the output would change to become a large filled square or a plus sign (+).
In unoccupied detection mode, the output would change to become a large empty square or a minus sign (-).
The Storage Minecart Detector
Provides detection of cargo carrying, storage minecarts. Can be adjusted to detect only storage minecarts that are either full or empty.
Notes:
This is an entirely new minecart detection block.
Right-clicking the output face of the block changes the detection mode and the appearance of the output.
In default detection mode, the output would look like the dot it has now.
In full load detection mode, the output would change to become a large filled square or a plus sign (+).
In empty load detection mode, the output would change to become a large empty square or a minus sign (-).
The Powered Minecart Detector
Detects fuel burning, powered minecarts.
Notes:
This is an entirely new minecart detection block.
Has no additional features since I just threw this in for completeness. :tongue.gif:
Please, tell me what you think, such as what you think I got right or wrong, and why you think its wrong. Any constructive feedback will be appreciated, even if I don't necessarily accept it.
Also, since I'm gonna have even more time where I'll be doing nothing but wait tomorrow, I'll try and work up a proposal about making curved rails more intuitive.
I love the recipes because they would give it a new look as well as make it easier to create unoccupied detectors(as was previously debated) but I think that all of the improvemnt suggestions would have to be a new topic (Minecarts MKIII) because this one only trys to fix the broken system and not add new mod dependent blocks or extremely complex ones
My unoccupied cart detector involves a wooden detector, a stone detector (on either side of the track), and an AND gate with the stone detector input inverted. And then an RS latch that I got off the wiki for remembering whether the last cart had a player or not, for making a decision on whether to wait at the station for the player to get out or not.
I'd like to suggest a change to the detectors. Keep the current functionality, but if power is supplied to one from any direction apart from the output side (like how you'd power a regular block) it will power track placed on it.
Say, for example, you've got a booster, followed by a full-stop in a NOT configuration (eg, the full-stop is always on, unless a signal is sent to it). Due to space constraints, the only place to put a stone detector is under the booster, since, due to the design of the station (the area around the track is flat), there is no room for the detector at either side. A typical "cart stops at station, and goes when player gets in" setup.
With this setup, it would be impossible to use the one detector to both (1) power the booster and (2) turn off the full-stop without putting redstone wire/torches above the floor, which is impossible if you're trying to hide everything out of view.
Sorry about not replying sooner, but yesterday didn't work out like expected. If you want to know what happened, read the spoiler below.
I expected to have to sit around for three hours while my 82 year old grandmother went to a doctor to have her heart checked out. (It was just a check up so no need for well wishers.) Instead, a power outage forced the office to turn away their patients since none of their equipment would work. :dry.gif:
Then, three hours AFTER I had drank a "5 Hour Energy", it finally kicked in and put me into overdrive. I was jittery and feeling like I had too much and too little energy all at once for nearly five hours. Needless to say, I wasn't feeling very good during that period. Afterwards, I took a nap. :tongue.gif: After my nap, I needed to relax, so I just watched some videos. I did visit the forums and read the posts made in the topics I'm following, but I didn't feel like making any posts of my own.
As for today, I slept in until about 1, then ended up running some errands for my dad and grandmother.
Hmm. I agree that they're unintuitive, but I don't have any ideas for improving them. I find that after placing a switch section of track I'll give it a quick on-off flash of RS power to "set" it and make sure it's working the way I intended. Until someone comes up with something better, this method works for me. ;-)
Yeah, that's about all you can do for now. I still wish there was a better way, but I haven't had the time or focus to think about it yet.
I love the recipes because they would give it a new look as well as make it easier to create unoccupied detectors(as was previously debated) but I think that all of the improvemnt suggestions would have to be a new topic (Minecarts MKIII) because this one only trys to fix the broken system and not add new mod dependent blocks or extremely complex ones
Umm... I'm not sure why you think my recipes make the creation of detectors easier considering they include iron (or gold) when the originals were just logs or stone. And as for a new look, my recipes were made to follow the existing look of the blocks (except for my new blocks, of course).
As for "improvemnt suggestions would have to be a new topic"... Uh, as of 1.5 to 1.6.X, Minecarts Mk.II is no longer a bugfix suggestion and is now a true modification request. If Minecarts Mk.II were to be implemented by Notch and Jeb, they would have to remove or modify the system they've "designed" in order to do so. So, really, I'm not straying that far from the spirit of the proposal as it now stands. :cool.gif:
On a slightly more serious note, even if we were still "fixing what's broken", not being able to detect and react appropriately to the different minecart types is something I'd consider broken. :biggrin.gif: Your mileage may vary.
I guess I wasnt as clear as I could have been as I meant that their was a massive debate on why planks should be used instead of logs (currently one wood detector is 32 planks and a single redstone dust). As ehnonimous stated that by the time they can afford to build a system like this they already have enough iron, gold, and redstone so the iron and gold isnt a problem (they are building track with iron and have no use for gold) but honestly I like the recipes because they would look cool with the iron and gold corners and it shows the output face crafted in.
I guess I wasnt as clear as I could have been as I meant that their was a massive debate on why planks should be used instead of logs (currently one wood detector is 32 planks and a single redstone dust). As ehnonimous stated that by the time they can afford to build a system like this they already have enough iron, gold, and redstone so the iron and gold isnt a problem (they are building track with iron and have no use for gold) but honestly I like the recipes because they would look cool with the iron and gold corners and it shows the output face crafted in.
Oh! THAT makes much more sense! Thank you then. :biggrin.gif:
Rollback Post to RevisionRollBack
To see what mods I've made, use, and support: see my About Me Page.
Has anyone with 1.6 tested to compare pure boosting capabilities of this mod's booster rails, and the default ones that just got a buff with the latest version? Which ones are faster now?
(I'm still using 1.5 until Notch gets all the kinks worked out of the newest version)
EDIT: I did my own test in 1.5.
I placed a two dirt blocks with an empty space in between them. One block had a default Powered Rail facing away from it; the other had a Minecarts Mk. II Booster Rail. Following that, each had a lane of normal track to get launched onto. I connected both boosters together with redstone and a lever for simultaneous launch.
The Powered Rail sent an unoccupied minecart 7.5 blocks, and the Booster Rail sent an unoccupied minecart 8.5 blocks (counting the Powered/Booster Rail the carts started on). Just for reference when someone conducts a similar test with 1.6. :smile.gif:
I'm aware this would be a much better test with a pair of occupied carts, but I'm not sure how to corral critters into my carts!
I actually use both types of boosters, depending on the situation.
Minecarts MK II booster rail for when I need to start a cart from a stop, (extremely useful) and for speed, at least, in 1.5. Not sure these are still faster in 1.6.
I use Powered rail for when I need bi-directional acceleration (like a speed sustainer on a long stretch of rail) or for cramped spaces, because powered rail can transfer power to adjacent segments, so I only need to power one of them, instead of each individually.
I don't actually use brakes (that is, mechanics that slow the cart down), just a full stop block where I want to final stop to be. The design of most of my stations unintentionally means that the cart has to go around a few blocked corners (rail corners that have solid blocks on all sides), so the cart slows down significantly just navigating through those.
Sorry for my absence. Lets get down to business shall we? (Quotes are acting weird in this format so bear with me)
@CobaltStarr
The Universal Minecart Detector
This is simply a renamed wooden minecart detector.
Zeno: So a name change then? I honestly kinda like it. But still, minor change and I have alot to get through so moving on.
The Passenger Minecart Detector
Notes:
This would be a modified version of the stone minecart detector.
Right-clicking the output face of the block changes the detection mode and the appearance of the output.
Zeno: This has been suggested but the coding is a bit difficult, so we currently just have it face you when you place it and stay there.
In default detection mode, the output would look like the dot it has now.
In occupied detection mode, the output would change to become a large filled square or a plus sign (+).
In unoccupied detection mode, the output would change to become a large empty square or a minus sign (-).
Zeno: I don't get these last 2. From what I can tell 'occupied detection mode' is just standard mode with a + sign, and 'unoccupied detection mode' doesn't seem like it would have a use. Why would you want to detect empty minecarts only? Actually I could think of one. Say you're trying to farm mobs via minecarts. Empty ones would continue on their rounds until full which would switch off the track. But then again you would only need the stone detector... so... yeah.
The Storage Minecart Detector
Notes:
This is an entirely new minecart detection block.
Right-clicking the output face of the block changes the detection mode and the appearance of the output.
Zeno: again, see above about placement.
In default detection mode, the output would look like the dot it has now.
Zeno: and default would just be detecting a storage cart at all? That would still be a Wooden Minecart Detector.
In full load detection mode, the output would change to become a large filled square or a plus sign (+).
In empty load detection mode, the output would change to become a large empty square or a minus sign (-).
Zeno: And here lies the problem we have with Storage Minecart detectors. What do you qualify as full? 100% full, or would 1 piece of stone count? Is empty completely empty or mostly empty? If we can come to a consensus on that then i think there may be room for Storage Minecart Detectors in this proposal. I personally think, for all intents and purposes that 1 piece of stone should set off a "Full StorageCart Detector".
[quote=CobaltStarr]
The Powered Minecart Detector
Detects fuel burning, powered minecarts.
Notes:
This is an entirely new minecart detection block.
Has no additional features since I just threw this in for completeness. :tongue.gif:
Zeno:We try not to add things that are unnecessary, however, say that Powered Minecarts also are detected as storage carts instead. Then you could use an Accolator to refuel. Just thinkin' aloud.
*Note about the cost. Because of the amount of Iron one has to use to make a decent track we tried to shy away from using Iron for the detectors as well. Plus the wooden detector is in blocks not planks, so its actually alot more expensive then you'd think, yet still easy to obtain. The stone ones are even harder since you have to smelt the cobblestone before making one. Further, without the tracks they are useless so you'd have to spend iron on at least that. And finally, you'd need to have at least an iron pick and found redstone which means these aren't available till mid-late game. Overall, some good (if not repeated) ideas among alot of... weight. Trim the fat and we could have some nice additions, after consideration of course.
@buggy85: Care to share some of your ideas then Sir?
@Eldaveo: I'm glad your using this Proposal to its fullest. I think Jeb's boosters and Minecarts MK II do work well together depending on the circumstances, and what you need to get done. Also I have conducted a few of my own tests and Minecarts MK II has a higher acceleration and further distance on straight track as well as uphill.
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
I could see stone detector blocks being used in mechanisms to return empty carts, in case you have one run off without you (happens to me all the time ;D) and for you :smile.gif:
The Meaning of Life, the Universe, and Everything.
Join Date:
12/6/2010
Posts:
41
Minecraft:
Blkdragon112
Member Details
I've looked through the last ten pages or so and haven't seen this mentioned so I figured I'd ask. Is it possible to increase the speed boost for storage carts? The boosters will easily send me in a cart over 50 blocks but struggles to get a storage cart 8 blocks, it's a little aggravating when I'm trying to send a supply train to another part of my map.
The Universal Minecart Detector... Zeno: So a name change then? I honestly kinda like it. But still, minor change and I have alot to get through so moving on.
I'm glad you like the rename, my goal with all of them was to get them to describe what they do "on the tin". :smile.gif:
Quote from Zenofire »
The Passenger Minecart Detector...
Right-clicking the output face of the block changes the detection mode and the appearance of the output.
Zeno: This has been suggested but the coding is a bit difficult, so we currently just have it face you when you place it and stay there.
I was basing my little proposal on the core proposal as it was written, and am willing to make the changes necessary to align it with reality.
Quote from Zenofire »
In default detection mode, the output would look like the dot it has now.
In occupied detection mode, the output would change to become a large filled square or a plus sign (+).
In unoccupied detection mode, the output would change to become a large empty square or a minus sign (-).
Zeno: I don't get these last 2. From what I can tell 'occupied detection mode' is just standard mode with a + sign, and 'unoccupied detection mode' doesn't seem like it would have a use. Why would you want to detect empty minecarts only? Actually I could think of one. Say you're trying to farm mobs via minecarts. Empty ones would continue on their rounds until full which would switch off the track. But then again you would only need the stone detector... so... yeah.
In the core description for this block...
Quote from CobaltStarr »
Provides detection of rideable, passenger minecarts. Can be adjusted to detect only passenger minecarts that are either occupied or unoccupied.
...I implied that it only detects the cart by default, not the rider (or lack there of). My thoughts on this proposal was to create a series of filters that would allow a customizable level of granularity. If you just care about the type of cart, pop the block down and leave it alone. If you care about whether the cart has a rider (or not), then right click it to put it in the appropriate mode.
As for unoccupied mode, it might not strictly be necessary, but more options provide more flexibility which works into what I just said.
Quote from Zenofire »
The Storage Minecart Detector...
In default detection mode, the output would look like the dot it has now.
Zeno: and default would just be detecting a storage cart at all? That would still be a Wooden Minecart Detector.
No, it wouldn't. A Universal Minecart Detector would detect any type of minecart. If you wanted to filter storage minecarts out of a flow of mixed minecarts, the Universal Detector could not get the job done. See my comments above about filter systems with customizable granularity.
Quote from Zenofire »
In full load detection mode, the output would change to become a large filled square or a plus sign (+).
In empty load detection mode, the output would change to become a large empty square or a minus sign (-).
Zeno: And here lies the problem we have with Storage Minecart detectors. What do you qualify as full? 100% full, or would 1 piece of stone count? Is empty completely empty or mostly empty? If we can come to a consensus on that then i think there may be room for Storage Minecart Detectors in this proposal. I personally think, for all intents and purposes that 1 piece of stone should set off a "Full StorageCart Detector".
I can't understand how you can be that ambiguous. I really can't. In my mind, full means full, as in (and forgive the Scotty impression) "She cannae take anymoor, capt'n!" For us, a full storage cart detector would only light up when every slot in the cart had a maxed out stack of items.
Conversely, empty load detection would mean "nothing but air in there", as in nothing but blank slots. After all, if you've built an unloading station, that's the outcome you're looking for.
Finally, if you wanted to filter carts that simply "have something in them" apart from carts that are actually empty, you'd use an empty load detector and watch for when its output doesn't power up.
With these strict definitions rather than your ambiguous ones, you'd get the most options, flexibility, and control, and that's what matters most.
Quote from Zenofire »
The Powered Minecart Detector... Zeno:We try not to add things that are unnecessary, however, say that Powered Minecarts also are detected as storage carts instead. Then you could use an Accolator to refuel. Just thinkin' aloud.
See "filter system with customizable granularity".
Aside from that, you have given me something to think about regarding this device's potential uses. :smile.gif: Thank you.
Quote from Zenofire »
*Note about the cost. Because of the amount of Iron one has to use to make a decent track we tried to shy away from using Iron for the detectors as well. Plus the wooden detector is in blocks not planks, so its actually alot more expensive then you'd think, yet still easy to obtain. The stone ones are even harder since you have to smelt the cobblestone before making one. Further, without the tracks they are useless so you'd have to spend iron on at least that. And finally, you'd need to have at least an iron pick and found redstone which means these aren't available till mid-late game. Overall, some good (if not repeated) ideas among alot of... weight. Trim the fat and we could have some nice additions, after consideration of course.
Yeah, I wasn't too sure about the recipes since they were sort of a last minute addition. Maybe if I changed the iron to gold (and completely change the recipes that already use gold)? Meh, whatever, that wasn't the real meat of this proposal anyway, just a little tweak really. I could just as easily pull them out and still be happy with the proposal.
As for fat, every thing I added had a purpose behind it as my comments above should point out. The fine details, such as how you change the detector's mode, isn't set in stone, but the core behavior of those modes effectively are.
In closing, I'll just say that with my proposed detectors, there would be very few limits on the kinds of rail systems you could create, and that's the kind of goal we should be aiming for.
Anyway, I'm trying this out on my server that's among some friends (I'd invite you guys to join, but it's behind a nice firewall that I don't have access to).
Hopefully I'll make a video showing off some of the features, soon.
Thanks!
Great to know you got it working! We look forward to seeing your vid of it in action!
However, I'm not sure if this is a new bug, or I'm doing something wrong, but the detector blocks don't seem to be working. They detect a cart/player in a cart, and the light on the side indicating the direction of the output turns on, but it doesn't actually effect any redstone objects placed adjacent to the output. I tried dust on the ground in front of it, and attaching a redstone torch directly to the output, and neither do anything when the output light turns on!
Anyone have any ideas?
EDIT: Additionally, it seems the booster and full-stop tracks, while being able to be crafted and placed, and turned on/off with a redstone torch, they are not counting as a track. The minecart simply drops down to the ground and stops, as if there was nothing there at all.
Perhaps I've only "half" installed it? I placed the zip file in the mods directory, instead of extracting and inserting all the files inside the zip file into minecraft.jar like I had to do with ModLoader. Could that be the problem?
EDIT 2: Yep, that fixed it. Had to extract and insert into minecraft.jar. Is that "loading mods from the mods folder" thing still a work in progress or something?
Currently, minecarts can be redirected using track activated by redstone. Unfortunately, this system is very flawed, as it's very difficult to tell what the track piece will toggle to. I think there should be a block that has two set directions it can toggle to and from using redstone.
I like this idea! I've always felt like the current solution is kind of exploiting buggy mechanics. Especially when you're coming from the "wrong" direction and your cart makes a glitchy spin as it passes over the curve.
Curved Rails are not buggy; they are unintuitive. Curved Rails follow the South-West rule (like everything else in Minecraft). Once unpowered, Curved Rails will seek an orientation that allows them to connect to the south and/or west. This leads to the common occurrence of someone building a north-east curve, only to discover that it turns unexpectedly south-east or north-west when they switch the power on and off.
A new block/rail type is not needed, but something should definitely be added to the proposal (but not the mod!) about improving the intuitiveness of Curved Rails. My initial suggestion: give them a redstone indicator light and allow them to remember the orientation they were placed in. Then, they simply seek an alternative orientation when they get powered up, and return to the placed orientation when unpowered. Unfortunately, I can already think of a flaw or two with this suggestion, so if anyone has a better idea, speak up.
Hmm. I agree that they're unintuitive, but I don't have any ideas for improving them. I find that after placing a switch section of track I'll give it a quick on-off flash of RS power to "set" it and make sure it's working the way I intended. Until someone comes up with something better, this method works for me. ;-)
The Universal Minecart Detector
Provides completely unfiltered minecart detection. This means that any type of minecart that passes it will trigger a response.
Notes:
The Passenger Minecart Detector
Provides detection of rideable, passenger minecarts. Can be adjusted to detect only passenger minecarts that are either occupied or unoccupied.
Notes:
The Storage Minecart Detector
Provides detection of cargo carrying, storage minecarts. Can be adjusted to detect only storage minecarts that are either full or empty.
Notes:
The Powered Minecart Detector
Detects fuel burning, powered minecarts.
Notes:
Please, tell me what you think, such as what you think I got right or wrong, and why you think its wrong. Any constructive feedback will be appreciated, even if I don't necessarily accept it.
Also, since I'm gonna have even more time where I'll be doing nothing but wait tomorrow, I'll try and work up a proposal about making curved rails more intuitive.
I love the recipes because they would give it a new look as well as make it easier to create unoccupied detectors(as was previously debated) but I think that all of the improvemnt suggestions would have to be a new topic (Minecarts MKIII) because this one only trys to fix the broken system and not add new mod dependent blocks or extremely complex ones
I'd like to suggest a change to the detectors. Keep the current functionality, but if power is supplied to one from any direction apart from the output side (like how you'd power a regular block) it will power track placed on it.
Say, for example, you've got a booster, followed by a full-stop in a NOT configuration (eg, the full-stop is always on, unless a signal is sent to it). Due to space constraints, the only place to put a stone detector is under the booster, since, due to the design of the station (the area around the track is flat), there is no room for the detector at either side. A typical "cart stops at station, and goes when player gets in" setup.
With this setup, it would be impossible to use the one detector to both (1) power the booster and (2) turn off the full-stop without putting redstone wire/torches above the floor, which is impossible if you're trying to hide everything out of view.
Then, three hours AFTER I had drank a "5 Hour Energy", it finally kicked in and put me into overdrive. I was jittery and feeling like I had too much and too little energy all at once for nearly five hours. Needless to say, I wasn't feeling very good during that period. Afterwards, I took a nap. :tongue.gif: After my nap, I needed to relax, so I just watched some videos. I did visit the forums and read the posts made in the topics I'm following, but I didn't feel like making any posts of my own.
As for today, I slept in until about 1, then ended up running some errands for my dad and grandmother.
Yeah, that's about all you can do for now. I still wish there was a better way, but I haven't had the time or focus to think about it yet.
Umm... I'm not sure why you think my recipes make the creation of detectors easier considering they include iron (or gold) when the originals were just logs or stone. And as for a new look, my recipes were made to follow the existing look of the blocks (except for my new blocks, of course).
As for "improvemnt suggestions would have to be a new topic"... Uh, as of 1.5 to 1.6.X, Minecarts Mk.II is no longer a bugfix suggestion and is now a true modification request. If Minecarts Mk.II were to be implemented by Notch and Jeb, they would have to remove or modify the system they've "designed" in order to do so. So, really, I'm not straying that far from the spirit of the proposal as it now stands. :cool.gif:
On a slightly more serious note, even if we were still "fixing what's broken", not being able to detect and react appropriately to the different minecart types is something I'd consider broken. :biggrin.gif: Your mileage may vary.
I guess I wasnt as clear as I could have been as I meant that their was a massive debate on why planks should be used instead of logs (currently one wood detector is 32 planks and a single redstone dust). As ehnonimous stated that by the time they can afford to build a system like this they already have enough iron, gold, and redstone so the iron and gold isnt a problem (they are building track with iron and have no use for gold) but honestly I like the recipes because they would look cool with the iron and gold corners and it shows the output face crafted in.
Oh! THAT makes much more sense! Thank you then. :biggrin.gif:
(I'm still using 1.5 until Notch gets all the kinks worked out of the newest version)
EDIT: I did my own test in 1.5.
I placed a two dirt blocks with an empty space in between them. One block had a default Powered Rail facing away from it; the other had a Minecarts Mk. II Booster Rail. Following that, each had a lane of normal track to get launched onto. I connected both boosters together with redstone and a lever for simultaneous launch.
The Powered Rail sent an unoccupied minecart 7.5 blocks, and the Booster Rail sent an unoccupied minecart 8.5 blocks (counting the Powered/Booster Rail the carts started on). Just for reference when someone conducts a similar test with 1.6. :smile.gif:
I'm aware this would be a much better test with a pair of occupied carts, but I'm not sure how to corral critters into my carts!
Minecarts MK II booster rail for when I need to start a cart from a stop, (extremely useful) and for speed, at least, in 1.5. Not sure these are still faster in 1.6.
I use Powered rail for when I need bi-directional acceleration (like a speed sustainer on a long stretch of rail) or for cramped spaces, because powered rail can transfer power to adjacent segments, so I only need to power one of them, instead of each individually.
I don't actually use brakes (that is, mechanics that slow the cart down), just a full stop block where I want to final stop to be. The design of most of my stations unintentionally means that the cart has to go around a few blocked corners (rail corners that have solid blocks on all sides), so the cart slows down significantly just navigating through those.
@CobaltStarr
The Universal Minecart Detector
This is simply a renamed wooden minecart detector.
Zeno: So a name change then? I honestly kinda like it. But still, minor change and I have alot to get through so moving on.
The Passenger Minecart Detector
Notes:
Zeno: This has been suggested but the coding is a bit difficult, so we currently just have it face you when you place it and stay there.
Zeno: I don't get these last 2. From what I can tell 'occupied detection mode' is just standard mode with a + sign, and 'unoccupied detection mode' doesn't seem like it would have a use. Why would you want to detect empty minecarts only? Actually I could think of one. Say you're trying to farm mobs via minecarts. Empty ones would continue on their rounds until full which would switch off the track. But then again you would only need the stone detector... so... yeah.
The Storage Minecart Detector
Notes:
[quote=CobaltStarr]
The Powered Minecart Detector
Detects fuel burning, powered minecarts.
Notes:
*Note about the cost. Because of the amount of Iron one has to use to make a decent track we tried to shy away from using Iron for the detectors as well. Plus the wooden detector is in blocks not planks, so its actually alot more expensive then you'd think, yet still easy to obtain. The stone ones are even harder since you have to smelt the cobblestone before making one. Further, without the tracks they are useless so you'd have to spend iron on at least that. And finally, you'd need to have at least an iron pick and found redstone which means these aren't available till mid-late game. Overall, some good (if not repeated) ideas among alot of... weight. Trim the fat and we could have some nice additions, after consideration of course.
@buggy85: Care to share some of your ideas then Sir?
@Eldaveo: I'm glad your using this Proposal to its fullest. I think Jeb's boosters and Minecarts MK II do work well together depending on the circumstances, and what you need to get done. Also I have conducted a few of my own tests and Minecarts MK II has a higher acceleration and further distance on straight track as well as uphill.
-No I do not plan on setting him on fire
I'm glad you like the rename, my goal with all of them was to get them to describe what they do "on the tin". :smile.gif:
I was basing my little proposal on the core proposal as it was written, and am willing to make the changes necessary to align it with reality.
In the core description for this block...
...I implied that it only detects the cart by default, not the rider (or lack there of). My thoughts on this proposal was to create a series of filters that would allow a customizable level of granularity. If you just care about the type of cart, pop the block down and leave it alone. If you care about whether the cart has a rider (or not), then right click it to put it in the appropriate mode.
As for unoccupied mode, it might not strictly be necessary, but more options provide more flexibility which works into what I just said.
No, it wouldn't. A Universal Minecart Detector would detect any type of minecart. If you wanted to filter storage minecarts out of a flow of mixed minecarts, the Universal Detector could not get the job done. See my comments above about filter systems with customizable granularity.
I can't understand how you can be that ambiguous. I really can't. In my mind, full means full, as in (and forgive the Scotty impression) "She cannae take anymoor, capt'n!" For us, a full storage cart detector would only light up when every slot in the cart had a maxed out stack of items.
Conversely, empty load detection would mean "nothing but air in there", as in nothing but blank slots. After all, if you've built an unloading station, that's the outcome you're looking for.
Finally, if you wanted to filter carts that simply "have something in them" apart from carts that are actually empty, you'd use an empty load detector and watch for when its output doesn't power up.
With these strict definitions rather than your ambiguous ones, you'd get the most options, flexibility, and control, and that's what matters most.
Yeah, I wasn't too sure about the recipes since they were sort of a last minute addition. Maybe if I changed the iron to gold (and completely change the recipes that already use gold)? Meh, whatever, that wasn't the real meat of this proposal anyway, just a little tweak really. I could just as easily pull them out and still be happy with the proposal.
As for fat, every thing I added had a purpose behind it as my comments above should point out. The fine details, such as how you change the detector's mode, isn't set in stone, but the core behavior of those modes effectively are.
In closing, I'll just say that with my proposed detectors, there would be very few limits on the kinds of rail systems you could create, and that's the kind of goal we should be aiming for.