or make the track pieces with gold instead of iron:
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Or maybe it could be a use for the new 'Slow Mud' from The Nether (when combined with a track the mud speeds you up instead of slows you down).
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surprisingly all those are pretty good suggestions, though i like gold having no special features, its a much better currency then
I think this is an extraordinary idea........!
Tracks to boost, tracks to slow/stop... using red dust on them to change directions... just makes all the sense to me on this game!
Hope it's implemented!
Great idea!!
I still like the hotwheel booster idea. (now that it's been explained :tongue.gif:)
Put a block NEXT to the track, that is redstone powerable. When it's on, any cart next to it gets shot forward*. When it's off, it has no effect on carts.
*forward could be worked out a number of ways. Best one I think is to make it so that from above, the block accelerates in a clockwise fashion. IE:
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[]
The left track would shoot upwards, the right track would shoot downwards.
There's other options too, such as making a clockwise block and a counterclockwise block.
Boosters in any way shape or form would not be needed if Notch would buff the powered Minecarts. Those are supposed to be what give your carts speed, but Notch seems to have forgotten that he was supposed to fix em.
Boosters in any way shape or form would not be needed if Notch would buff the powered Minecarts. Those are supposed to be what give your carts speed, but Notch seems to have forgotten that he was supposed to fix em.
This, please. Make them have the force they're supposed to have, capable of pushing a train of minecarts at speed, while going up a hill, and the problem of boosters is made moot.
Currently, we have broken physics leading to boosters, and powered minecarts which are more or less useless for their intended purpose.
Boosters in any way shape or form would not be needed if Notch would buff the powered Minecarts. Those are supposed to be what give your carts speed, but Notch seems to have forgotten that he was supposed to fix em.
This is exactly what I was trying to say; just fix the engine carts from the get-go. Forget about making it go slow up hills or fast down hills, just make it go at a moderate pace that would create an average speed overall. Also, as far as roller coasters go. There should be no powered cart, but instead special " powered chain track", just like a real wooden roller coaster would have.
For fun though, perhaps we can make pure iron tracks:
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[]
That could be used in mag-lev type tracks that allow a (single form) regular no engine cart to move at high speed. That way regular "industrial" engine carts still have purpose since they can move heavy loads. Also, each craft produces 4 metal tracks. The initial cost alone could make up for the fact there would be no "fuel" or upkeep cost.
how about this: instead of hoping they dont take cart boosters out (which is a glitch that can be taken out if notch wants) why dont we just hope he increases the base speed of the cart and the gravity implimentations and actually add a lot more physics like the higher you fall builds speed momentum and stuff like that. or even better let us be able to to control the speed ourselfs like a car.
What I would like to see is an "accelerator" and a "brake" block
If we want to take advantage of the Nether, as was suggested before, I would do the following for an accelerator (Note, Its seems relevant that the accelerator would just accelerator the cart in the same direction it is traveling (or was last traveling if it runs out of momentum and stops on the off accelerator)
Where = Brittle Gold Dust
And this for a decelerator (it doesn't necessarily stop you, just removes N momentum to slow you down. Note, if it would stop the minecart, it should probably stop it after the square, so that the next square could be on an "off" accelerator, allowing you to create a "ready and waiting" state for your minecart system)
Where = Slow Sand
Each craft would make 1? 4? track pieces. and they would only be "ACTIVE" when engaged with redstone. They would also transmit redstone "power" to adjacent blocks. So you could have a switch that could turn on 4 accelerators adjacent to each other, to rocket you forward.
Thoughts opinions?
Has anyone tried minecart track on slow sand yet? and does it have the slow effect already?
The counterpart to this would be minecart track on ice? Not that one could actually... get that, but just saying.
also, flood/lavagates, elevators, smashing traps and funny work accidents. :biggrin.gif:
And trapdoors. Kinda off topic here though you should make a thread :wink.gif: But I do like it. Maybe you could place a magnet block under the track to make it boosted. Then have redstone effects EG: on, off, direction. Have all magnet blocks on except the one at the end of travel, all on for two way boost, all off for off.
Magnets are not carrots, and minecarts are not horses; a magnet on a stick, mounted on the cart or carried by the rider, would have zero-sum force. As the magnet is pulling on the cart, it's also being pulled back toward said cart; that force goes along the stick to the anchor point and cancels the magnetic pull. (If it didn't, we'd already have perpetual motion IRL.) The magnets would have to be anchored to something other than the cart to get the cart to budge to any worthwhile degree(instead of just oscillating slightly).
A mushroom-on-a-stick could be a way to control which way a saddled pig goes, though, much more intuitively in concept.
Moving on...
A number of the gripes I'm seeing about the mere possibility of removing booster carts(which are a glitch, like it or not; more eloquent people than I have explained the inherent problem with relying on them) are ignoring things that would provide a similar function because they wouldn't do it exactly the same way.
To this I can only say: Um... what? You're expecting the same approach to work in the game through all stages of development? The same approach which is every inch exploiting* a bug?
*: "Exploiting" as in "taking advantage of", full stop. No value judgements or accusations of "cheating" intended here.
Things are going to change. Going along with what Notch has already said is an acceptable compromise shouldn't be the end of the world just because you need to adapt your tactics to get it to work. Especially when people are suggesting means by which a similar or identical effect could be achieved, just with an alternate process... and being ignored in favour of burying heads in the sand and insisting "I don't want it to change."
So it might not work with already-built structures and layouts. So what? Expecting saves to work across versions at all is already pretty generous with the development going on - as anyone who plays Dwarf Fortress could testify, and as the warning on the front page tells us.
I would like to see minecarts made more useful. Booster blocks are one way to do it. Buffing the powered minecarts, especially in conjunction with improved cart physics(including the ability to make an actual train by linking carts together), would be another. Relying upon a glitch to the point of insisting that it not be changed, when there's no logical sense to it from the outside(which, no matter how thoroughly it's been analyzed, is the case), is absurd. Boosters as they are should be seen as a stopgap, not the end solution.
I do agree that if at all possible, it'd be best not to break boosters without providing some similar functionality, but total stasis is not the answer either.
1. @OP: Boosters still work in the Halloween update.
2. In one of my stations, a cart waits for me near the exit. When I want to leave, I climb in, triggering a stone pressure plate. This fires a booster down the second track, which accelerates me out of the station. Now, both the cart and rider are off of the stone plate and the wooden plate. The lack of a cart on the wooden plate directs a second booster to draw a cart out of a cart storage hangar and place it near the exit, so that the next time I get to that location, there is another cart waiting for me.
This functionality could *not* be replicated by a booster block. Why? The booster block is stationary, whereas the booster cart is dynamic. It can be directed to move along a track to a location, so that sometimes it's performing boosting at a location, and sometimes it is not.
Right now I can do three separate tasks uniquely at a minecart location. Detect the presence or absence of a cart, detect the presence or absence of a rider, and boost a cart. These are three separate tasks. With careful wiring, I can also place buttons or levers nearby and get a fourth variable if I need it, but these require me to be there and explicitly interact with them. A "booster" block as described above would only be able to perform one task. Further, because it would perform the role of an actuator, it would displace the stone and wood pressure plates that I currently use as sensors, so I would lose my ability to sense and monitor the state of my minecart system. Right now I have two different sensors and a separate actuator that is not stuck in one place. I'd hate to give up the power of using all three in concert.
The booster carts may be an unintended side effect, an example of emergent features, something unplanned for. But that something is beautiful and elegant. There's no reason that this side effect cannot be preserved.
Electrified booster tracks would work though. I think that this is what people are suggesting, not only static boosters that never turn off. Being able to switch a booster track off while you do the exact same setting up as with booster carts would fix all of those issues.
And there are reasons for that effect not to be preserved : Why would carts be special and take more than 1 blocks? I'd like to be able to place two tracks side by side for example, or to have terrain blocks on the side of my tracks without fearing that my carts get stuck to them. Large multi tracks terminal would be possible without having to account for glitches for all the "normal" operations. And visually, it is probably the reason that carts penetrate end of lines blocks.
Boosters in any way shape or form would not be needed if Notch would buff the powered Minecarts. Those are supposed to be what give your carts speed, but Notch seems to have forgotten that he was supposed to fix em.
Unless the powered cart is attached to the other carts, like a train, that won't work. I would even venture to guess that this is what Notch realized after coding them and the reason why he never fixed them.
Maybe the plan was to be able to attach them together all along, but he need to find a way to allow for that attachment to be automatic for people building automated systems, and how do you determine the difference between what needs to be attached together and what is just a couple of carts sitting next to each other?
IMHO, powered cart cannot be fixed without a way to link them to the carts they push/pull.
Not saying get rid of the challenge, not at all. He can certainly implement it in a challenging way.
Just don't want to rely on unintentional bugs, that's all. I'd much rather the challenge comes from what he intentionally makes challenging, rather than a series of accidents that may go away with the next patch.
Unless they were patched out in the last 8 hours they are still working. I made my boosted cart system from base ton bedrock just last night before went to bed.
I think this is an extraordinary idea........!
Tracks to boost, tracks to slow/stop... using red dust on them to change directions... just makes all the sense to me on this game!
Hope it's implemented!
Great idea!!
Put a block NEXT to the track, that is redstone powerable. When it's on, any cart next to it gets shot forward*. When it's off, it has no effect on carts.
*forward could be worked out a number of ways. Best one I think is to make it so that from above, the block accelerates in a clockwise fashion. IE:
[]
[]
The left track would shoot upwards, the right track would shoot downwards.
There's other options too, such as making a clockwise block and a counterclockwise block.
Currently, we have broken physics leading to boosters, and powered minecarts which are more or less useless for their intended purpose.
This is exactly what I was trying to say; just fix the engine carts from the get-go. Forget about making it go slow up hills or fast down hills, just make it go at a moderate pace that would create an average speed overall. Also, as far as roller coasters go. There should be no powered cart, but instead special " powered chain track", just like a real wooden roller coaster would have.
For fun though, perhaps we can make pure iron tracks:
[]
[]
That could be used in mag-lev type tracks that allow a (single form) regular no engine cart to move at high speed. That way regular "industrial" engine carts still have purpose since they can move heavy loads. Also, each craft produces 4 metal tracks. The initial cost alone could make up for the fact there would be no "fuel" or upkeep cost.
how about this: instead of hoping they dont take cart boosters out (which is a glitch that can be taken out if notch wants) why dont we just hope he increases the base speed of the cart and the gravity implimentations and actually add a lot more physics like the higher you fall builds speed momentum and stuff like that. or even better let us be able to to control the speed ourselfs like a car.
lets not rely on a glitch to stay in game
If we want to take advantage of the Nether, as was suggested before, I would do the following for an accelerator (Note, Its seems relevant that the accelerator would just accelerator the cart in the same direction it is traveling (or was last traveling if it runs out of momentum and stops on the off accelerator)
Where = Brittle Gold Dust
And this for a decelerator (it doesn't necessarily stop you, just removes N momentum to slow you down. Note, if it would stop the minecart, it should probably stop it after the square, so that the next square could be on an "off" accelerator, allowing you to create a "ready and waiting" state for your minecart system)
Where = Slow Sand
Each craft would make 1? 4? track pieces. and they would only be "ACTIVE" when engaged with redstone. They would also transmit redstone "power" to adjacent blocks. So you could have a switch that could turn on 4 accelerators adjacent to each other, to rocket you forward.
Thoughts opinions?
Has anyone tried minecart track on slow sand yet? and does it have the slow effect already?
The counterpart to this would be minecart track on ice? Not that one could actually... get that, but just saying.
Magnet on a stick.
Magnet recipe:
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Gvies you a Magnet
Then you put the Magnet on a stick.
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BAM, Magnet on a stick.
Step 1: Sit in the minecart.
Step 2: Hold magnet on a stick out in front of your mine cart.
Magic.
viewtopic.php?f=35&t=93046&start=30
As silly as this is, it might work.
And trapdoors. Kinda off topic here though you should make a thread :wink.gif: But I do like it. Maybe you could place a magnet block under the track to make it boosted. Then have redstone effects EG: on, off, direction. Have all magnet blocks on except the one at the end of travel, all on for two way boost, all off for off.
A mushroom-on-a-stick could be a way to control which way a saddled pig goes, though, much more intuitively in concept.
Moving on...
A number of the gripes I'm seeing about the mere possibility of removing booster carts(which are a glitch, like it or not; more eloquent people than I have explained the inherent problem with relying on them) are ignoring things that would provide a similar function because they wouldn't do it exactly the same way.
To this I can only say: Um... what? You're expecting the same approach to work in the game through all stages of development? The same approach which is every inch exploiting* a bug?
*: "Exploiting" as in "taking advantage of", full stop. No value judgements or accusations of "cheating" intended here.
Things are going to change. Going along with what Notch has already said is an acceptable compromise shouldn't be the end of the world just because you need to adapt your tactics to get it to work. Especially when people are suggesting means by which a similar or identical effect could be achieved, just with an alternate process... and being ignored in favour of burying heads in the sand and insisting "I don't want it to change."
So it might not work with already-built structures and layouts. So what? Expecting saves to work across versions at all is already pretty generous with the development going on - as anyone who plays Dwarf Fortress could testify, and as the warning on the front page tells us.
I would like to see minecarts made more useful. Booster blocks are one way to do it. Buffing the powered minecarts, especially in conjunction with improved cart physics(including the ability to make an actual train by linking carts together), would be another. Relying upon a glitch to the point of insisting that it not be changed, when there's no logical sense to it from the outside(which, no matter how thoroughly it's been analyzed, is the case), is absurd. Boosters as they are should be seen as a stopgap, not the end solution.
I do agree that if at all possible, it'd be best not to break boosters without providing some similar functionality, but total stasis is not the answer either.
Electrified booster tracks would work though. I think that this is what people are suggesting, not only static boosters that never turn off. Being able to switch a booster track off while you do the exact same setting up as with booster carts would fix all of those issues.
And there are reasons for that effect not to be preserved : Why would carts be special and take more than 1 blocks? I'd like to be able to place two tracks side by side for example, or to have terrain blocks on the side of my tracks without fearing that my carts get stuck to them. Large multi tracks terminal would be possible without having to account for glitches for all the "normal" operations. And visually, it is probably the reason that carts penetrate end of lines blocks.
Unless the powered cart is attached to the other carts, like a train, that won't work. I would even venture to guess that this is what Notch realized after coding them and the reason why he never fixed them.
Maybe the plan was to be able to attach them together all along, but he need to find a way to allow for that attachment to be automatic for people building automated systems, and how do you determine the difference between what needs to be attached together and what is just a couple of carts sitting next to each other?
IMHO, powered cart cannot be fixed without a way to link them to the carts they push/pull.
/thread