I actually do have a use for an empty cart detector.
You ride up to my station in a cart, and it stops. The cart stays put until you get out, and then it takes off again into the storage area. When you press the call button, a cart gets sent to the station, stops, and waits until you get in, and then it takes off down the track. The actual stop area consists of a Booster Rail sandwiched between a pair of Full Stop Rails (as well as a multitude of various detectors scattered around) to prevent the cart from rolling around while the player is getting in/out. I got tired of my carts going flying off down the track when I get out!
Due to space constraints (everything is below the track for aesthetic reasons), and the fact that I wanted to use the same trackage for both arriving and departing, I had to get clever with how to implement the "stop and wait" mechanic for both conditions. Eg, "cart arrives from storage area with no player, and waits for player to get in" and "cart arrives from main line with player and waits for player to get out".
I had to make my own empty cart detector, but it wasn't hard. I think I mentioned already how I did it, but to reiterate, it was a pair of detectors, one stone, and one wooden, on either side of the track, and they are connected to an AND gate, except the input on the stone detector is inverted. So for an output, you would need "cart is present" AND NOT "cart with player is present".
So anyway, about 1/4 of the first floor of my circuitry vault is the "empty cart detection" circuit. Would be much more space-efficient if a single block did it!
Perhaps a potential empty cart detector could be made out of cobblestone? Or simply somehow make the current stone detector have optional condition filters, although I'm not sure if that's possible.
I really like this idea, eventually when furnance minecart has been obsolete in minecraft 1.6. Since gold is hard to obtain and iron is lack to build low-amount of advanced rails, I think furnance minecart still needed.
I hope that there is a 'minecart attacher' that can attach two minecarts each. Assume that the attacher can only 'pull' minecarts, and works like the locomotive train.
Hey all, I really like this idea and I think its awesome but im having some trouble adding it in. I keep getting a black screen for about 30 seconds, and then crashing. Can anyone help me?
Hey all, I really like this idea and I think its awesome but im having some trouble adding it in. I keep getting a black screen for about 30 seconds, and then crashing. Can anyone help me?
Did you delete the folder labeled META_INF in your minecraft.zip file?
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 actually do have a use for an empty cart detector.
You ride up to my station in a cart, and it stops. The cart stays put until you get out, and then it takes off again into the storage area. When you press the call button, a cart gets sent to the station, stops, and waits until you get in, and then it takes off down the track. The actual stop area consists of a Booster Rail sandwiched between a pair of Full Stop Rails (as well as a multitude of various detectors scattered around) to prevent the cart from rolling around while the player is getting in/out. I got tired of my carts going flying off down the track when I get out!
Due to space constraints (everything is below the track for aesthetic reasons), and the fact that I wanted to use the same trackage for both arriving and departing, I had to get clever with how to implement the "stop and wait" mechanic for both conditions. Eg, "cart arrives from storage area with no player, and waits for player to get in" and "cart arrives from main line with player and waits for player to get out".
I had to make my own empty cart detector, but it wasn't hard. I think I mentioned already how I did it, but to reiterate, it was a pair of detectors, one stone, and one wooden, on either side of the track, and they are connected to an AND gate, except the input on the stone detector is inverted. So for an output, you would need "cart is present" AND NOT "cart with player is present".
So anyway, about 1/4 of the first floor of my circuitry vault is the "empty cart detection" circuit. Would be much more space-efficient if a single block did it!
Perhaps a potential empty cart detector could be made out of cobblestone? Or simply somehow make the current stone detector have optional condition filters, although I'm not sure if that's possible.
You can do that already without a empty cart detector and here are some examples:
The cart wouldn't stop though, would it? My understanding is that a cart that is already on top of a Full Stop when it's turned on will not be impeded at all.
Additionally, and this is just cosmetic, I prefer my boosters to be off when not in use. They're bright! :tongue.gif:
EDIT: I've also been wondering if the mod works with 1.6.6. I still haven't upgraded from 1.5_01!
The cart wouldn't stop though, would it? My understanding is that a cart that is already on top of a Full Stop when it's turned on will not be impeded at all.
Additionally, and this is just cosmetic, I prefer my boosters to be off when not in use. They're bright! :tongue.gif:
EDIT: I've also been wondering if the mod works with 1.6.6. I still haven't upgraded from 1.5_01!
it actually detects the cart while it is still on the booster (its the long cart shape. if you look at it you will find that it is longer that a single block but it only counts as being over one)
New Features:
- Added inclined Booster-Brakes and Full-Stops (breaking changes, you may need to remove and replace these rails).
- Added snap-to-rail functionality to Booster-Brakes and Full-Stops (the direction of Booster-Brakes is changed by right-clicking).
Bugs Fixed:
- All Full-Stop bugs should be fixed.
CANTFIX/WONTFIX:
- Full-Stops get lighter when on but don't actually raise the light level of surrounding blocks because the array in which block light levels are stored is read-only (Powered Booster-Brakes are a separate block from unpowered Booster-Brakes like redstone torches).
- Minecarts can no longer be placed on Booster-Brakes because of the protection against emptying buckets on blocks that can be "activated".
Minecarts MK. II - 1.6.6v1 SMP/CraftBukkit - not finished yet, sorry!
CANTFIX/WONTFIX:
- Full-Stops get lighter when on but don't actually raise the light level of surrounding blocks because the array in which block light levels are stored is read-only (Powered Booster-Brakes are a separate block from unpowered Booster-Brakes like redstone torches).
If I could possibly find out how to fix this so it does work would you like to add it (this is a planned feature of the mod that im making)? EDIT: it does require another blockID though (maybe you could use the damage to set this (sort of like the wool)).
FIXED: Anybody else having problems with this mod? i cant seem to place normal track down
If I could possibly find out how to fix this so it does work would you like to add it (this is a planned feature of the mod that im making)?
Anybody else having problems with this mod? i cant seem to place normal track down
In my rush to release the update I forgot a class file. I have changed the link to point to the fixed zip.
Edit: I'm aware that fixing the Full-Stop lighting would require an additional block id. In keeping with this mod's design goals I am attempting to use as few as possible.
In my rush to release the update I forgot a class file. I have changed the link to point to the fixed zip.
Edit: I'm aware that fixing the Full-Stop lighting would require an additional block id. In keeping with this mod's design goals I am attempting to use as few as possible.
Yes i remembered this once i had posted but I do think that it might be possible to do it with the meta damage value like wool, and we could keep one blockID value but retain the functionality of multiple blockIDs.
EDIT: I found a bug with the booster where if you do anything that alters block beside it, it will change its direction sometimes as well as others directions
Yes i remembered this once i had posted but I do think that it might be possible to do it with the meta damage value like wool, and we could keep one blockID value but retain the functionality of multiple blockIDs.
EDIT: I found a bug with the booster where if you do anything that alters block beside it, it will change its direction sometimes as well as others directions
Unfortunately only different blocks can have different light values; using a meta damage value for cloth only changes the texture. As for the boosters changing directions the snap-to-rail logic is called by the onNeighborBlockChange event which resets the direction; I have only just now thought of a simple work-around for this issue which I will try when I get off work.
Thanks for the update! I can finally upgrade to 1.6.6! :biggrin.gif:
I like that you've toned down the brightness of the tracks when they're on. They mesh better with the other tracks now. :smile.gif:
Can't say I'm a fan of the "right click to change booster direction" feature though. It's easy to accidentally click it when trying to interact with a nearby minecart (getting in/out, picking up/putting down). I also liked being able to place minecarts directly onto boosters.
Was the speed of the boosters lowered? It seems several of my track sections that utilized MC MKII boosters can no longer sufficiently boost a cart that it used to be able to. There's one where it simply can't make it up a hill after a corner anymore, and another where the booster is supposed to reverse a cart coming from the "wrong" direction and send it back the way it came. It just blew right over that one, losing some speed, but not reversing.
EDIT: Seems the reversing thing is intermittent. The problem may be with the game itself, as I'm noticing some other issues, like partially running into the wall (and taking suffocation damage) while going around certain corners where the inside of the corner is a solid block.
My same unoccupied cart speed test from before shows that the Powered Rail now sends the cart 9 blocks (compared to 7.5 previously), and the Booster/Brake does 8.5 (same as before, so my previous question is void). Seems there may be a new problem in 1.6.6 regarding carts and confined spaces, since I've got a few locations where my carts are either not getting enough momentum, or are losing it someplace new. I googled a bit, and it seems there is a new bug involving corners and carts behaving strangely around them.
EDIT 2: Seems my "corner problem" was mis-attributed in one case. For whatever reason, a Full-Stop is not turning off as fast as it used to. There's a plain track with a wooden detector, which is connected by redstone to redstone torch under a Full-Stop on the next block. The cart (which is running close to, if not at top speed) runs into the Full-Stop before it can turn itself off.
After some observation, it looks like the Full-Stop *might* not be changing its actual state at the same time the track's texture changes from On to Off. I think there's a bit of a delay between the texture change and the actual state change, and my cart is smacking into it. Either that or the whole thing is lagging a bit. Either way, it or the wooden detector is behaving differently. I've got a test demonstrating this set up in my sandbox world if someone wants me to upload it as an example.
Unfortunately only different blocks can have different light values; using a meta damage value for cloth only changes the texture. As for the boosters changing directions the snap-to-rail logic is called by the onNeighborBlockChange event which resets the direction; I have only just now thought of a simple work-around for this issue which I will try when I get off work.
Alright thanks for that little bit of info regarding light value. Cant wait to see your solution
Why is this necessary any more? You have a booster rail, a brake rail, and a detector rail now. Isn't that all you need?
No because the cart detector is still a major problem in that you have to come off the track to trigger a occupied detector and now you cant come back on anymore (with the standard track pieces) plus not everyone likes how the current boosters function (speed boosts only with stock pieces rather than speed and momentum boosts)
Can't say I'm a fan of the "right click to change booster direction" feature though.
I am with you on this. Felt this was an unnecessary change.
Also not sure what happened in the 1.6 update but the full stop does not seem to work as it did in 1.5. I needed to add a detector rail into the sequence to get the cart to stop. Not sure if it was the snap to feature that got removed or not.
You ride up to my station in a cart, and it stops. The cart stays put until you get out, and then it takes off again into the storage area. When you press the call button, a cart gets sent to the station, stops, and waits until you get in, and then it takes off down the track. The actual stop area consists of a Booster Rail sandwiched between a pair of Full Stop Rails (as well as a multitude of various detectors scattered around) to prevent the cart from rolling around while the player is getting in/out. I got tired of my carts going flying off down the track when I get out!
Due to space constraints (everything is below the track for aesthetic reasons), and the fact that I wanted to use the same trackage for both arriving and departing, I had to get clever with how to implement the "stop and wait" mechanic for both conditions. Eg, "cart arrives from storage area with no player, and waits for player to get in" and "cart arrives from main line with player and waits for player to get out".
I had to make my own empty cart detector, but it wasn't hard. I think I mentioned already how I did it, but to reiterate, it was a pair of detectors, one stone, and one wooden, on either side of the track, and they are connected to an AND gate, except the input on the stone detector is inverted. So for an output, you would need "cart is present" AND NOT "cart with player is present".
So anyway, about 1/4 of the first floor of my circuitry vault is the "empty cart detection" circuit. Would be much more space-efficient if a single block did it!
Perhaps a potential empty cart detector could be made out of cobblestone? Or simply somehow make the current stone detector have optional condition filters, although I'm not sure if that's possible.
I hope that there is a 'minecart attacher' that can attach two minecarts each. Assume that the attacher can only 'pull' minecarts, and works like the locomotive train.
Did you delete the folder labeled META_INF in your minecraft.zip file?
-No I do not plan on setting him on fire
power source for the booster
the occupied detector faces upward
Additionally, and this is just cosmetic, I prefer my boosters to be off when not in use. They're bright! :tongue.gif:
EDIT: I've also been wondering if the mod works with 1.6.6. I still haven't upgraded from 1.5_01!
it actually detects the cart while it is still on the booster (its the long cart shape. if you look at it you will find that it is longer that a single block but it only counts as being over one)
Edit:
Minecarts MK. II - 1.6.6v1 SSP
New Features:
- Added inclined Booster-Brakes and Full-Stops (breaking changes, you may need to remove and replace these rails).
- Added snap-to-rail functionality to Booster-Brakes and Full-Stops (the direction of Booster-Brakes is changed by right-clicking).
Bugs Fixed:
- All Full-Stop bugs should be fixed.
CANTFIX/WONTFIX:
- Full-Stops get lighter when on but don't actually raise the light level of surrounding blocks because the array in which block light levels are stored is read-only (Powered Booster-Brakes are a separate block from unpowered Booster-Brakes like redstone torches).
- Minecarts can no longer be placed on Booster-Brakes because of the protection against emptying buckets on blocks that can be "activated".
Minecarts MK. II - 1.6.6v1 SMP/CraftBukkit - not finished yet, sorry!
If I could possibly find out how to fix this so it does work would you like to add it (this is a planned feature of the mod that im making)? EDIT: it does require another blockID though (maybe you could use the damage to set this (sort of like the wool)).
FIXED: Anybody else having problems with this mod? i cant seem to place normal track down
In my rush to release the update I forgot a class file. I have changed the link to point to the fixed zip.
Edit: I'm aware that fixing the Full-Stop lighting would require an additional block id. In keeping with this mod's design goals I am attempting to use as few as possible.
Yes i remembered this once i had posted but I do think that it might be possible to do it with the meta damage value like wool, and we could keep one blockID value but retain the functionality of multiple blockIDs.
EDIT: I found a bug with the booster where if you do anything that alters block beside it, it will change its direction sometimes as well as others directions
Unfortunately only different blocks can have different light values; using a meta damage value for cloth only changes the texture. As for the boosters changing directions the snap-to-rail logic is called by the onNeighborBlockChange event which resets the direction; I have only just now thought of a simple work-around for this issue which I will try when I get off work.
I like that you've toned down the brightness of the tracks when they're on. They mesh better with the other tracks now. :smile.gif:
Can't say I'm a fan of the "right click to change booster direction" feature though. It's easy to accidentally click it when trying to interact with a nearby minecart (getting in/out, picking up/putting down). I also liked being able to place minecarts directly onto boosters.
Was the speed of the boosters lowered? It seems several of my track sections that utilized MC MKII boosters can no longer sufficiently boost a cart that it used to be able to. There's one where it simply can't make it up a hill after a corner anymore, and another where the booster is supposed to reverse a cart coming from the "wrong" direction and send it back the way it came. It just blew right over that one, losing some speed, but not reversing.
EDIT: Seems the reversing thing is intermittent. The problem may be with the game itself, as I'm noticing some other issues, like partially running into the wall (and taking suffocation damage) while going around certain corners where the inside of the corner is a solid block.
My same unoccupied cart speed test from before shows that the Powered Rail now sends the cart 9 blocks (compared to 7.5 previously), and the Booster/Brake does 8.5 (same as before, so my previous question is void). Seems there may be a new problem in 1.6.6 regarding carts and confined spaces, since I've got a few locations where my carts are either not getting enough momentum, or are losing it someplace new. I googled a bit, and it seems there is a new bug involving corners and carts behaving strangely around them.
EDIT 2: Seems my "corner problem" was mis-attributed in one case. For whatever reason, a Full-Stop is not turning off as fast as it used to. There's a plain track with a wooden detector, which is connected by redstone to redstone torch under a Full-Stop on the next block. The cart (which is running close to, if not at top speed) runs into the Full-Stop before it can turn itself off.
After some observation, it looks like the Full-Stop *might* not be changing its actual state at the same time the track's texture changes from On to Off. I think there's a bit of a delay between the texture change and the actual state change, and my cart is smacking into it. Either that or the whole thing is lagging a bit. Either way, it or the wooden detector is behaving differently. I've got a test demonstrating this set up in my sandbox world if someone wants me to upload it as an example.
Alright thanks for that little bit of info regarding light value. Cant wait to see your solution
Minecarts MK. II - 1.6.6v2
Bug(s) Fixed:
- Removed unnecessary call to snap-to-rail logic fixing boosters changing direction whenever a nearby block is changed.
No because the cart detector is still a major problem in that you have to come off the track to trigger a occupied detector and now you cant come back on anymore (with the standard track pieces) plus not everyone likes how the current boosters function (speed boosts only with stock pieces rather than speed and momentum boosts)
I am with you on this. Felt this was an unnecessary change.
Also not sure what happened in the 1.6 update but the full stop does not seem to work as it did in 1.5. I needed to add a detector rail into the sequence to get the cart to stop. Not sure if it was the snap to feature that got removed or not.
Video 1.6
1.5 Skip to 1:00
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