@Spanone, You're right, non-special rails should snap to the boosters and full-stops.
@Everyone
RE: Adjustable booster-brakes: Should I remove the adjustable mechanics from the OP? I actually really like the simplicity of the single speed booster. It needs some tuning but I think we're onto something.
RE: Detector Blocks: I'm still working on a new explanatory diagram fro the detector blocks. It should be complete soon.
RE: Powered Minecarts: I've been thinking a lot about how to balance and differentiate the powered cart from the boosted cart. Here's what I've come up with:
[*:1bzq62z6] Powered cart move at a speed halfway between walking and "max speed". Only boosted carts can reach "max speed".
[*:1bzq62z6] Powered carts can link and pull multiple carts. Boosted carts cannot.
[*:1bzq62z6] Powered carts can push mobs and items off of the track as they travel. Boosted carts cannot and will be stopped by track obstructions.
[*:1bzq62z6] Powered carts consume resources to run. Boosted carts only require boosters.
[*:1bzq62z6] Powered carts are unaffected by Booster-Brakes, Fullstops and Detector blocks will affect it normally.
[*:1bzq62z6] The direction a powered cart travels is determined by right clicking the cart upon placement. It will spin to point in the direction it will travel.
[*:1bzq62z6] To start it, you have to fill the powered cart with fuel (coal, wood, etc.). To stop it, you simply remove the fuel. It may take a few seconds for the final piece to burn off and the cart to stop however a full stop or a simple block could be used to make it stop more precisely.
[*:1bzq62z6] Extra idea: An Allocator might have the ability to add and remove fuel from a powered minecart.
I don't know if anyone said this or not but could you imagine pulling off train robberies in SMP with this?
find a lengthy piece of track that is semi secluded and replace a track piece with a full stop and power it up, then just wait in the shadows with your bow or sword for an un expecting train rider. :smile.gif:
[b]@Spanone[/b], You're right, non-special rails should snap to the boosters and full-stops.
-snip-
[*] Extra idea: An Allocator might have the ability to add and remove fuel from a powered minecart.[/list]
Let me know what you guys think.
just a few words here: allocator carts. that are capable of taking fuel from a chest cart and putting it into a powered cart XD infinitely running minecart train !
but the idea for a allocator say placed on the ground to put fuel into a powered cart like a refueling station, love it.
need to tell Pfeaff.
List tags are malformed.
RE: Adjustable booster-brakes: Should I remove the adjustable mechanics from the OP? I actually really like the simplicity of the single speed booster. It needs some tuning but I think we're onto something.
I agree that the single speed booster fixes the problem of 'glitch boosters' and is simple, clean, balanced and efficiently meets the requirements of the quote-unquote "Mission" of Minecarts MK II. However I was really looking forward to different speeds to have fun with. My suggestion for this is to make a new, separate forum, for minecart track pieces that are used just for fun. It could open up room for the Spring Track (which is the name I picked out for the time we messed up the x and y on a booster), 100% Boosters and anything else we can think up. It'll be separate from this proposal completely. Perhaps Minecarts MK III?
Quote from Ehnonimus »
RE: Powered Minecarts: I've been thinking a lot about how to balance and differentiate the powered cart from the boosted cart. Here's what I've come up with:
[*:1hn89j6s] Powered cart move at a speed halfway between walking and "max speed". Only boosted carts can reach "max speed".
[*:1hn89j6s] Powered carts can link and pull multiple carts. Boosted carts cannot.
[*:1hn89j6s] Powered carts can push mobs and items off of the track as they travel. Boosted carts cannot and will be stopped by track obstructions.
[*:1hn89j6s] Powered carts consume resources to run. Boosted carts only require boosters.
[*:1hn89j6s] Powered carts are unaffected by Booster-Brakes, Fullstops and Detector blocks will affect it normally.
[*:1hn89j6s] The direction a powered cart travels is determined by right clicking the cart upon placement. It will spin to point in the direction it will travel.
[*:1hn89j6s] To start it, you have to fill the powered cart with fuel (coal, wood, etc.). To stop it, you simply remove the fuel. It may take a few seconds for the final piece to burn off and the cart to stop however a full stop or a simple block could be used to make it stop more precisely.
[*:1hn89j6s] Extra idea: An Allocator might have the ability to add and remove fuel from a powered minecart.
Let me know what you guys think.
I like this. Finally satisfying people's want for linking while keeping things in a nice balance. I personally think all minecarts should move mobs out of the way, damaging and perhaps killing them if necessary, but that's a personal grudge. Direction of a powered minecart still needs to be show by some sort of decal or switch, a box facing one way or another is still, at a glance, a box. Allocators already work with Storage Carts so I like the idea of a refuel station (mentioned above)
Goodnight all.
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 love this soooo much. Your organization and well-thought out plans caught my eye right away. Rather than making several boosters to get to the destination which is really far away, i could just use this in my grand minecart terminals (railroad system). Great job. I really hope this gets implemented.
We should tweet him again just in case, since none of us have gotten personal confirmation.
Btw, Somethings about the "sister forum" I was thinking about at work.
Minecarts Derailed! -The All-Nonsense solution to minecarts
Planned Pieces: 100% Booster: for max speed in an instant Spring Track: To launch your cart into the air! Suspended Bridge/ Floating pieces: Want to build without ground? Here's the piece for you Submersible Rails: These will get your minecart moving even under water, breathing is your problem Flight Cart: Capable of gliding but expensive Vertical and Upside down Tracks aka: Anti-gravity Rail Wanna spiral through a cave? Dying to make a loop? We got ya covered from top to bottom
This is mod only and I never want to see this in vanilla minecraft. Its just for fun and for roller coaster enthusiasts like myself. Is it a good idea or a massive flop?
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 would like the submersible tracks in vanilla minecraft. If the spring was an elevator, as said before, would be good in vanilla minecraft. It's a pretty cool mod though.
RE: Powered Minecarts:
The direction a powered cart travels is determined by right clicking the cart upon placement. It will spin to point in the direction it will travel.
'Spin'? Hmm, perhaps adjusting the graphic to have a "light" on either end, and the end that is "lit" is the way it goes. Won't even need to actually light up, just be a white (or a torch-in-a-box looking) texture ("light" comes "on" when the cart is powered up ready to move). 'Spin' conjures up an "Oh gee, it's glitched up" - to me anyways. :smile.gif:
As a side note to the above, if a menu pops up as mentioned somewhere previous, the cart's lil light thing may (or may not) be helpful too.
The mention of making it more expensive to use, tech tree wise :
Basically, unless the boosters get expensive or rare in some way (i.e., require gold instead of iron, or an iron block instead of an ingot, etc.), powered minecarts will find themselves zero use ....
It could be possible, (although it'd take up another ID) to make a booster-ready gravity cart, so to even make use of the booster (not the detector, not the full stop) you'd need to make a gravity cart with built-in (some fancy name here), that uses redstone. (perhaps, minecart : 5 iron blocks, over a layer of redstone? perhaps empty minecart in craft table + 5 redstone dust? only visual clue would be .. red wheels? red pinstripe? perhaps the body is red? I'd prefer the red wheels, would look snazzy.) Gravity cart (normal, easy to make) would ignore the booster, powered cart as well, the not very cheap redstone cart would take full effect. Powered cart would treat all (unfurnaced) carts as per normal?
Possibly too much work, but it'd be an "costly upgrade" though. Just an idea tossed out there.
----
Just my own opinion, while the adjustable booster is nice, I still prefer the idea of a "gradual" increase in speed, rather then a redstone catapult system, unless notch gives us planes and aircraft carriers. if its an adjustable booster, it should cost a fortune to make. Perhaps thats the clincher in the construction? made cheaply as possible, its a 25% booster, and costs exponentially more in resources to get more of a boost (as it'd take up, as much as 4 blocks if done cheaply). Possibly, upgrade a basic booster by "craft adding the bits into it", so you'd never actually waste a basic booster, and could upgrade it to the next level (you'd need whatever id's for a 25, 25-50, 25-75, 25-100) visual representations would simply be, it doesn't go higher.
What if boosters only boosted powered carts? It would require the minecart interactions to be fixed, but it would require powered carts as a prerequisite.
Edit: And id really like suspended tracks, then I could make a truly stable system (no more screwing things up by getting off the cart, just drops you into lava)
I think this idea is awesome, and a lot better than current booster mechanics.
However, there are a few things that can be done with boosters which can't be done with the new blocks.
For example, the "Pez Dispenser" requires the cart stack to be on an empty tile, and therefore a boost block can't be placed under the cart stack. Solutions:
[*:yns6mm1i]Chests or other blocks as cart dispensers - similar to Minecart Mania
[*:yns6mm1i]Side or bottom booster blocks
......
I too dont like the 'pez dispenser' method as it is messy.
Craftbook and Minecart Mania! type dispensers and collectors are a much better solution that really need some attention
Just to clarify, electronicsRules is completely incorrect when he says that cart stacks require an empty tile at the bottom. There's no problem placing a booster-brake at the bottom of a pez stack to easily pop carts out when needed. Not only that, but you could also line the stack with detector blocks (linked to a set of redstone torches in your station) to have real-time feedback of how many carts are currently in the stack.
Also, I'm against adding a collector/dispenser system like the one you describe since it feels cheap to me and would require even more block id's. This was one of the mechanics that I really disliked in Minecart Mania.
Just to clarify, electronicsRules is completely incorrect when he says that cart stacks require an empty tile at the bottom. There's no problem placing a booster-brake at the bottom of a pez stack....
I thought that was how one made 'double carts' - put one on a track, another on a track above it, then destroy the upper track, so the upper cart fell 'into' the lower one. As shown here: http://www.minecraftwiki.net/wiki/Minecart_booster#Double_Booster. As I understand it, that's the reason the carts in a pez dispenser are made to land on a half-block, and not a piece of track. I might be wrong.
But if that is indeed the case, it should still be easy to make a storage line. Alternate Boosters and Stops. When a cart is needed, all the stops flicker off for a second, allowing the carts to move forward one slot, and the front one to be boosted to where it's needed. A little clever wiring with cart detectors will allow arriving carts to move all the way up to the most forward empty slot. This storage track could be bent back and forth, providing space for plenty of carts.
That's true...
Also, is there anyway for the "tracks" to detect the boosters as "tracks"
EXAMPLE PROBLEM:
See, it doesn't detect that there are other tracks there.
@Everyone
RE: Adjustable booster-brakes: Should I remove the adjustable mechanics from the OP? I actually really like the simplicity of the single speed booster. It needs some tuning but I think we're onto something.
RE: Detector Blocks: I'm still working on a new explanatory diagram fro the detector blocks. It should be complete soon.
RE: Powered Minecarts: I've been thinking a lot about how to balance and differentiate the powered cart from the boosted cart. Here's what I've come up with:
[*:1bzq62z6] Powered cart move at a speed halfway between walking and "max speed". Only boosted carts can reach "max speed".
Let me know what you guys think.[*:1bzq62z6] Powered carts can link and pull multiple carts. Boosted carts cannot.
[*:1bzq62z6] Powered carts can push mobs and items off of the track as they travel. Boosted carts cannot and will be stopped by track obstructions.
[*:1bzq62z6] Powered carts consume resources to run. Boosted carts only require boosters.
[*:1bzq62z6] Powered carts are unaffected by Booster-Brakes, Fullstops and Detector blocks will affect it normally.
[*:1bzq62z6] The direction a powered cart travels is determined by right clicking the cart upon placement. It will spin to point in the direction it will travel.
[*:1bzq62z6] To start it, you have to fill the powered cart with fuel (coal, wood, etc.). To stop it, you simply remove the fuel. It may take a few seconds for the final piece to burn off and the cart to stop however a full stop or a simple block could be used to make it stop more precisely.
[*:1bzq62z6] Extra idea: An Allocator might have the ability to add and remove fuel from a powered minecart.
find a lengthy piece of track that is semi secluded and replace a track piece with a full stop and power it up, then just wait in the shadows with your bow or sword for an un expecting train rider. :smile.gif:
just a few words here: allocator carts. that are capable of taking fuel from a chest cart and putting it into a powered cart XD infinitely running minecart train !
but the idea for a allocator say placed on the ground to put fuel into a powered cart like a refueling station, love it.
need to tell Pfeaff.
List tags are malformed.
I agree that the single speed booster fixes the problem of 'glitch boosters' and is simple, clean, balanced and efficiently meets the requirements of the quote-unquote "Mission" of Minecarts MK II. However I was really looking forward to different speeds to have fun with. My suggestion for this is to make a new, separate forum, for minecart track pieces that are used just for fun. It could open up room for the Spring Track (which is the name I picked out for the time we messed up the x and y on a booster), 100% Boosters and anything else we can think up. It'll be separate from this proposal completely. Perhaps Minecarts MK III?
I like this. Finally satisfying people's want for linking while keeping things in a nice balance. I personally think all minecarts should move mobs out of the way, damaging and perhaps killing them if necessary, but that's a personal grudge. Direction of a powered minecart still needs to be show by some sort of decal or switch, a box facing one way or another is still, at a glance, a box. Allocators already work with Storage Carts so I like the idea of a refuel station (mentioned above)
Goodnight all.
-No I do not plan on setting him on fire
RIP 9Kbits2011-2012
I've tweeted Notch about this a couple days ago. Perhaps he listened to me!
Btw, Somethings about the "sister forum" I was thinking about at work.
Minecarts Derailed! -The All-Nonsense solution to minecarts
Planned Pieces:
100% Booster: for max speed in an instant
Spring Track: To launch your cart into the air!
Suspended Bridge/ Floating pieces: Want to build without ground? Here's the piece for you
Submersible Rails: These will get your minecart moving even under water, breathing is your problem
Flight Cart: Capable of gliding but expensive
Vertical and Upside down Tracks aka: Anti-gravity Rail Wanna spiral through a cave? Dying to make a loop? We got ya covered from top to bottom
This is mod only and I never want to see this in vanilla minecraft. Its just for fun and for roller coaster enthusiasts like myself. Is it a good idea or a massive flop?
-No I do not plan on setting him on fire
'Spin'? Hmm, perhaps adjusting the graphic to have a "light" on either end, and the end that is "lit" is the way it goes. Won't even need to actually light up, just be a white (or a torch-in-a-box looking) texture ("light" comes "on" when the cart is powered up ready to move). 'Spin' conjures up an "Oh gee, it's glitched up" - to me anyways. :smile.gif:
As a side note to the above, if a menu pops up as mentioned somewhere previous, the cart's lil light thing may (or may not) be helpful too.
The mention of making it more expensive to use, tech tree wise :
It could be possible, (although it'd take up another ID) to make a booster-ready gravity cart, so to even make use of the booster (not the detector, not the full stop) you'd need to make a gravity cart with built-in (some fancy name here), that uses redstone. (perhaps, minecart : 5 iron blocks, over a layer of redstone? perhaps empty minecart in craft table + 5 redstone dust? only visual clue would be .. red wheels? red pinstripe? perhaps the body is red? I'd prefer the red wheels, would look snazzy.) Gravity cart (normal, easy to make) would ignore the booster, powered cart as well, the not very cheap redstone cart would take full effect. Powered cart would treat all (unfurnaced) carts as per normal?
Possibly too much work, but it'd be an "costly upgrade" though. Just an idea tossed out there.
----
Just my own opinion, while the adjustable booster is nice, I still prefer the idea of a "gradual" increase in speed, rather then a redstone catapult system, unless notch gives us planes and aircraft carriers. if its an adjustable booster, it should cost a fortune to make. Perhaps thats the clincher in the construction? made cheaply as possible, its a 25% booster, and costs exponentially more in resources to get more of a boost (as it'd take up, as much as 4 blocks if done cheaply). Possibly, upgrade a basic booster by "craft adding the bits into it", so you'd never actually waste a basic booster, and could upgrade it to the next level (you'd need whatever id's for a 25, 25-50, 25-75, 25-100) visual representations would simply be, it doesn't go higher.
Ah yer right, that's too much work.
Edit: And id really like suspended tracks, then I could make a truly stable system (no more screwing things up by getting off the cart, just drops you into lava)
Just to clarify, electronicsRules is completely incorrect when he says that cart stacks require an empty tile at the bottom. There's no problem placing a booster-brake at the bottom of a pez stack to easily pop carts out when needed. Not only that, but you could also line the stack with detector blocks (linked to a set of redstone torches in your station) to have real-time feedback of how many carts are currently in the stack.
Also, I'm against adding a collector/dispenser system like the one you describe since it feels cheap to me and would require even more block id's. This was one of the mechanics that I really disliked in Minecart Mania.
When the minecart is on a powered booster or brake, it is not solid. It just passes through you when you are on the middle of the track.
I wasn't in the cart.
I guess I'm the new Glitchfinder. *snicker*
It flies when empty. Your character just has dense bones, ate too much cake, has an over-sized head, and many items, like beds, in his pocket.
I thought that was how one made 'double carts' - put one on a track, another on a track above it, then destroy the upper track, so the upper cart fell 'into' the lower one. As shown here: http://www.minecraftwiki.net/wiki/Minecart_booster#Double_Booster. As I understand it, that's the reason the carts in a pez dispenser are made to land on a half-block, and not a piece of track. I might be wrong.
But if that is indeed the case, it should still be easy to make a storage line. Alternate Boosters and Stops. When a cart is needed, all the stops flicker off for a second, allowing the carts to move forward one slot, and the front one to be boosted to where it's needed. A little clever wiring with cart detectors will allow arriving carts to move all the way up to the most forward empty slot. This storage track could be bent back and forth, providing space for plenty of carts.