Am I the only one who hates the new Minecart TNT feature?
#1
Posted 18 January 2013 - 03:30 AM
#2
Posted 18 January 2013 - 03:45 AM
#5
Posted 18 January 2013 - 04:28 AM
warfighter67, on 18 January 2013 - 04:22 AM, said:
The reason it was made so the track isn't destroyed is to allow for adventure maps to continue launching TNT carts from the same set of track.
#7
Posted 18 January 2013 - 05:20 AM
It's after all a very minor thing. Remember the iron cost would get kind of crazy otherwise. 5 for the cart then some for the rails, not counting any powered rail equivilents for gold costs.
#9
Posted 18 January 2013 - 05:37 AM
warfighter67, on 18 January 2013 - 04:22 AM, said:
The reason it was made so the track isn't destroyed is to allow for adventure maps to continue launching TNT carts from the same set of track.
Yes but that feature could be assigned to purely adventure mode.

"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
#10
#11
Posted 18 January 2013 - 06:02 AM
ZombieSeaweed, on 18 January 2013 - 03:30 AM, said:
1. if you have a 1x2 tunnel of rail, you often want it to be bigger- a "subway" if you will. Normally, this would require the use of the Pick. And with the previous TNT minecart, it would still require that, because it was useless for that purpose, since it destroyed the track. Now, however, you can place activator tracks along the path with redstone, and send groups of carts one after another to clear more of the tunnel.
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For clearing longer passageways, or expanding a "subway". This would be accomplished by using an activator rail at specific locations along the track; each explosion would result in the redstone current for the activator being removed (a torch or lever would be broken off by the explosion) thus the cart could move further along the track. "Destruction" is not the particular purpose of this, but to help replace- and provide an alternative to- the older method involving specially placed TNT that sets off a chain reaction. Doing it in this fashion is more controlled.
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#12
Posted 18 January 2013 - 06:25 AM
ZombieSeaweed, on 18 January 2013 - 04:28 AM, said:
Unless you missed the person you want to explode and want a reoccuring explosion trap.
#15
Posted 18 January 2013 - 08:26 AM
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#16
Posted 18 January 2013 - 10:17 AM
Only if you activate it the safe way and make sure it doesn't crash before then, will it detonated in a controlled fashion.
#17
Posted 18 January 2013 - 11:45 AM
Personally, I couldn't come up with a single use for the TNT Cart last week. Now, it IS useful. There was absolutely no reason to use a TNT Minecart over a block of TNT except for blowing up heaps of iron from your stockpiles.
Also, according to Dinnerbone's post, you can still make it work the way you want it to work, OP. I can't imagine WHY you'd want to, but you can!
Dinnerbone: I didn't know it worked that way. I couldn't have come up with a better implementation myself. Kudos!
Actually, it could use one small tweak. Do you think that an already-activated TNT-cart could be made to safe-detonate immediately if it goes over a SECOND Activator Rail?
#18
Posted 18 January 2013 - 02:55 PM
Dinnerbone, on 18 January 2013 - 10:17 AM, said:
Only if you activate it the safe way and make sure it doesn't crash before then, will it detonated in a controlled fashion.
#19
Posted 18 January 2013 - 03:54 PM
For adventure maps though, i love it
#20
Posted 18 January 2013 - 04:45 PM
ZombieSeaweed, on 18 January 2013 - 04:28 AM, said:
Imagine a room with railroad tracks criss-crossing just over head. You need to cross the room while tnt minecarts roll on the tracks above, exploding.
Or a bedrock.obsidian room with holes in walls or ceiling, which tnt carts come out of.













