I'm fairly unfamiliar with the minecart scene because it's always seemed buggy to me. But last night I attempted at making a train station based off a cart with furnace (powered cart) vs using the powered rails, and was a bit disappointed. I'm wondering if these are known bugs, or am I misunderstanding the way they work.
1. The carts kinda link like a train when you push two of them together, but when my powered cart takes off, it detaches from the train like it was held together with scotch tape. This creates the issue that I can't have the furnace cart in front of my train to move it. It does seem to work pushing my train though. Which leads to my next comment,
2. When I put the powered cart at the back of the train, obviously I have to figure out how to turn to face it and feed it coal. This has me facing the opposite direction in where I want the cart to go. To address this, I made a series of loops to catch any powered cart moving in the wrong direction and loop them back to the train to push us. It's either that or standing out of my cart to face the proper direction then racing to my cart before they all take off (it's happened ALOT of times which motivated me to use the looping tracks).
3. Lastly, how do you stop a moving powered minecart? It can move (albiet slowly) through unpowered rails which seems weird. I'm in the middle of creating a redstone rail+block mover to obstruct the train from going any farther once it reaches the arrivals platform (there's a weird bug with the piston right now that's keeping me from doing anything serious with the design at the moment - hoping that gets fixed too). I've also explored the idea of having a small hill with unpowered tracks at the top to stop the train, but it all seems like a lot of work for what should be simple.
I couldn't find very much on the subject of the minecarts, especially powered minecarts, so that tells me people either have given up of them as a broken feature, or it's stupid simple that I should have known. Could someone educate me on what's the situation on the powered minecart?
I can't speak to any of the redstone/piston issues since I'm still working with TU16 and a lot was changed with redstone in TU19 through TU21. There have been numerous bugs reported and I think they are still working on even more of them for TU22. There are a lot of different videos out there for constructing stop and go stations along a rail line. However, the design I used most uses a redstone BUD switch that I'm pretty sure no longer works after TU19. This is one reason why I've delayed updating my game... I really don't want to go back to change all my stations now... at least until they get the bugs worked out.
However, furnace minecarts have always just pushed rather than pulled and the issue you have with feeding it on the fly is the real drawback to using them. They more useful as a means of sending chest minecarts back to home base from your mine or if you really don't have the supplies to make power rails... just stoke 'em up and let 'em go.
unpowered railed is the only thing that eventually gets the carts to stop. However if you are trying to stop a furnace cart... That is a different matter, as that one obviously will only stop completely when out of fuel. Unpowered rails will only slow one of those. Of course if you have enough upowered rails you can get it to slow down enough to get in and out. Although that would be a task and a half to setup. I haven't messed with the furnace minecarts enough, due to these things.
I personally just use power rails in combination with pressure rails, as well redstone to make stations. I have yet to test if the bugs with redstone have affected my rail stations and lines... Hopefully if there are bugs, as up mentions, they will get fixed in the next version.
Most of my experience comes from prior to this update. Have not gotten to that point in the game in this recent update yet. There are plenty of station videos that will work theoretically. Should not be much change in how they work, assuming the bugs do not affect them much. Only one way to find out is trial & error for yourself on those. I may eventually get around to building a few stations, but that would take a while; since I slowly progress. One note though is that more likely any that use the cart storage systems involving trap door or door may not work right now. Not that those were very efficient in the first place; since prone to breaking down every so often...
Anyway that is all I have really to add, with what I know.
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
unpowered railed is the only thing that eventually gets the carts to stop. However if you are trying to stop a furnace cart... That is a different matter, as that one obviously will only stop completely when out of fuel. Unpowered rails will only slow one of those. Of course if you have enough upowered rails you can get it to slow down enough to get in and out. Although that would be a task and a half to setup. I haven't messed with the furnace minecarts enough, due to these things.
Stopping a furnace minecart is as easy as just letting it run off the rails (i.e. just have the track end at your intended destination). The furnace cart will run out onto the grass (or stone or whatever) and stop dead in its tracks.
Stopping a furnace minecart is as easy as just letting it run off the rails (i.e. just have the track end at your intended destination). The furnace cart will run out onto the grass (or stone or whatever) and stop dead in its tracks.
Wonder if pistons work without breaking track... I know they did at one time on the pc with two set of pistons; one for block below track, and one for track.
If so then would be possible to make a station with that coal cart. well in theory. Anyway thanks I almost forgot about that part.:)
Rollback Post to RevisionRollBack
My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
1. The carts kinda link like a train when you push two of them together, but when my powered cart takes off, it detaches from the train like it was held together with scotch tape. This creates the issue that I can't have the furnace cart in front of my train to move it. It does seem to work pushing my train though. Which leads to my next comment,
2. When I put the powered cart at the back of the train, obviously I have to figure out how to turn to face it and feed it coal. This has me facing the opposite direction in where I want the cart to go. To address this, I made a series of loops to catch any powered cart moving in the wrong direction and loop them back to the train to push us. It's either that or standing out of my cart to face the proper direction then racing to my cart before they all take off (it's happened ALOT of times which motivated me to use the looping tracks).
3. Lastly, how do you stop a moving powered minecart? It can move (albiet slowly) through unpowered rails which seems weird. I'm in the middle of creating a redstone rail+block mover to obstruct the train from going any farther once it reaches the arrivals platform (there's a weird bug with the piston right now that's keeping me from doing anything serious with the design at the moment - hoping that gets fixed too). I've also explored the idea of having a small hill with unpowered tracks at the top to stop the train, but it all seems like a lot of work for what should be simple.
I couldn't find very much on the subject of the minecarts, especially powered minecarts, so that tells me people either have given up of them as a broken feature, or it's stupid simple that I should have known. Could someone educate me on what's the situation on the powered minecart?
However, furnace minecarts have always just pushed rather than pulled and the issue you have with feeding it on the fly is the real drawback to using them. They more useful as a means of sending chest minecarts back to home base from your mine or if you really don't have the supplies to make power rails... just stoke 'em up and let 'em go.
I personally just use power rails in combination with pressure rails, as well redstone to make stations. I have yet to test if the bugs with redstone have affected my rail stations and lines... Hopefully if there are bugs, as up mentions, they will get fixed in the next version.
Most of my experience comes from prior to this update. Have not gotten to that point in the game in this recent update yet. There are plenty of station videos that will work theoretically. Should not be much change in how they work, assuming the bugs do not affect them much. Only one way to find out is trial & error for yourself on those. I may eventually get around to building a few stations, but that would take a while; since I slowly progress. One note though is that more likely any that use the cart storage systems involving trap door or door may not work right now. Not that those were very efficient in the first place; since prone to breaking down every so often...
Anyway that is all I have really to add, with what I know.
Stopping a furnace minecart is as easy as just letting it run off the rails (i.e. just have the track end at your intended destination). The furnace cart will run out onto the grass (or stone or whatever) and stop dead in its tracks.
Wonder if pistons work without breaking track... I know they did at one time on the pc with two set of pistons; one for block below track, and one for track.
If so then would be possible to make a station with that coal cart. well in theory. Anyway thanks I almost forgot about that part.:)