I read some setups aren't working now. I was wondering how cart physics have changed. I enjoy starting tracks early and using coal carts. Has bumping been fixed when it comes to pushing multiple carts?
I'm going for all use no looks. Any videos or threads that could show me the fundamentals and then further on show me things like beginning stations and storage systems?
Well minecarts are.....unpredictable to put it lightly.
In essence sometime ago minecarts were slowed down to be on par with the PC, and this was done on the PC to combat lag, and reduce the amount of chunk loading errors that occurs, as well as other factors. We all know that 4J are somewhat fanatics when it comes to rollercoaster builds. Many of which were not real happy with the new slower (but game stabilizing speed) that the minecarts were given and cried out to 4J, whom in turn boasted the speeds back to previous versions, and in doing so they broke minecarts to use in complex and somewhat compact designs that should work and do 'sometimes'.
What I mean by breaking is that minecarts will behave with unpredictable circumstances, for example we all know that a unpowered power rail should bring a minecart to stop, but sometimes the minecarts are moving so fast that they will shoot right over the unpowered rail. Many use 'inclined' power rails to stop and start carts but often the carts will shoot down too far to start up again. Because of this it makes minecart storage systems unstable due to the fact that they relie heavily on a minecart being at some certain location to be able to be called again, if its off just a bit too much and the system can break to which they often do.
Which brings us to another problem aka detector rails, which somtimes will not trigger due to carts moving to fast, which makes 'player riding minecart' detectors much harder to do with 'unreliable' results.
So in essence, the increased speed is great if your doing a straight run from one side of the map to the other with no 'complex' stops/transits, or switching taking place. Its great for roller coaster builders whom more or less are doing a looped track, and really need the extra speed for dramatic effects, but to the builder its not so great, and 4J should have given us the option to use the slower speed. I'd MUCH rather have a slower and more stable minecart system then a race car that fails to work how it should most of the time.
Sure there are work a rounds, but even those work a rounds fail to work occasionally.
there are a few designs that work for the most part.
A & should be fine, as I have not had many problems with either of those; plus the pez cart storage works fine, as long as it doesn't use pistons.
Some things just need to compensate for the speed in the meantime. After all there are setups that just need a bit of tweaking here or there to work or layout. All the ones I have built in my eldest world work, except one.
The one that doesn't seems to be a U stop \_/, which it seems to fail like cire mentions with many others. It seems to overshoot the power rail randomly from 1/4 to being at the bottom of the U, and all it is simply a button push to move forward with a loop around the area of the button & track set a certain way to lead out.
When messing with minecarts I would expect them to be fickle, as in there might be a bit of maintenance with each update, or just every so often, as some things do break down eventually, however will work for the long haul. Some take minor tweaks while others a headache. So have something in mind before you start laying track.
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.
Well, we had a duel minecart storage call system working perfectly just after the update landed that slowed down minecarts, in many, many, many uses it never failed, after the increased speed was implemented it begin to fail about 20 to 30% of the time. which really wasn't acceptable, and we attempted to find many work arounds but ultimately gave up.
We also had probably one of the most complex transit systems on the 360, supporting upto 4 players, it allowed a player to select the destination at each hub when boarding, and would 'switch' all tracks as needed, it inserted into a binary array at each switch the players turn preference and as the player neared the switch it made the switch seamlessly without having the player having to stop and select thier destination or switch the tracks. It featured smart inserting as well, what this means is suppose player a started his destination along ways away from a switch. As he starts his journey the system sends out a sequence of pulses to each switch, each switch in turn 'remembers' and decodes the pulses so that it knows that when the player arrives at the switch he is to turn 'right'. Meanwhile a second player boards at a different station one that is much closer to the switch, this station sends out orders as well that also tells the switch which direction he should turn, and as he travels over detector rails the system soon learns that this player will arrive sooner then the first player and will 'auto' adjust its array more or less swapping the players position and turn orders within the array. I really hope I described this well enough to understand.
Point is this no longer works because many times we've found that detector rails were failing, there was ALOT of redstone involved in getting this to work, and again it worked flawlessly before the increased speed, luckily we did build in a fail safe, so that if the switch was 'confused' it stopped the player allowing them to select which direction they wished to go. It still works sometimes perfectly, then suddenly it will fail nearly every time, restart and it sometimes works, sometimes don't. Truth is i'm not 100% sure its due to the increased speed, but I'd put money on it.
Well, we had a duel minecart storage call system working perfectly just after the update landed that slowed down minecarts, in many, many, many uses it never failed, after the increased speed was implemented it begin to fail about 20 to 30% of the time. which really wasn't acceptable, and we attempted to find many work arounds but ultimately gave up.
We also had probably one of the most complex transit systems on the 360, supporting upto 4 players, it allowed a player to select the destination at each hub when boarding, and would 'switch' all tracks as needed, it inserted into a binary array at each switch the players turn preference and as the player neared the switch it made the switch seamlessly without having the player having to stop and select thier destination or switch the tracks. It featured smart inserting as well, what this means is suppose player a started his destination along ways away from a switch. As he starts his journey the system sends out a sequence of pulses to each switch, each switch in turn 'remembers' and decodes the pulses so that it knows that when the player arrives at the switch he is to turn 'right'. Meanwhile a second player boards at a different station one that is much closer to the switch, this station sends out orders as well that also tells the switch which direction he should turn, and as he travels over detector rails the system soon learns that this player will arrive sooner then the first player and will 'auto' adjust its array more or less swapping the players position and turn orders within the array. I really hope I described this well enough to understand.
Point is this no longer works because many times we've found that detector rails were failing, there was ALOT of redstone involved in getting this to work, and again it worked flawlessly before the increased speed, luckily we did build in a fail safe, so that if the switch was 'confused' it stopped the player allowing them to select which direction they wished to go. It still works sometimes perfectly, then suddenly it will fail nearly every time, restart and it sometimes works, sometimes don't. Truth is i'm not 100% sure its due to the increased speed, but I'd put money on it.
My rail system works perfectly. Change your design.
Lol, I just love how people inject this snide remarks of how their 'design' works, and when you actually see their design you understand how and why it works, because it consists of pretty much straight line tracks with no switches, transits, or hubs, or worse yet their system stops at every signal one of them, and isn't capable of handling players coming and going in multiple direction at a given time.
YOU CHANGE YOUR DESIGN to work with those, show me evidence and then you can tell me to change my design until then don't reply with stupid one liners.
Like I said doesn't need to be flashy just actually convenient and useful tool for mining
Minecart systems are not useful for mining, you will spend more time setting up the tracks then actually mining, especially if your using efficiency on your tools, perhaps a stop at your branch mining location, but branch mines tend to expand rather quickly.
Lol, I just love how people inject this snide remarks of how their 'design' works, and when you actually see their design you understand how and why it works, because it consists of pretty much straight line tracks with no switches, transits, or hubs, or worse yet their system stops at every signal one of them, and isn't capable of handling players coming and going in multiple direction at a given time.
YOU CHANGE YOUR DESIGN to work with those, show me evidence and then you can tell me to change my design until then don't reply with stupid one liners.
Minecart systems are not useful for mining, you will spend more time setting up the tracks then actually mining, especially if your using efficiency on your tools, perhaps a stop at your branch mining location, but branch mines tend to expand rather quickly.
Lol, I just love how people inject this snide remarks of how their 'design' works, and when you actually see their design you understand how and why it works, because it consists of pretty much straight line tracks with no switches, transits, or hubs, or worse yet their system stops at every signal one of them, and isn't capable of handling players coming and going in multiple direction at a given time.
YOU CHANGE YOUR DESIGN to work with those, show me evidence and then you can tell me to change my design until then don't reply with stupid one liners.
Minecart systems are not useful for mining, you will spend more time setting up the tracks then actually mining, especially if your using efficiency on your tools, perhaps a stop at your branch mining location, but branch mines tend to expand rather quickly.
Don't get all y because you can't make a rail line that works properly.
And rails are a very useful tool for moving material from mines to storage or building projects.
Don't get all y because you can't make a rail line that works properly.
And rails are a very useful tool for moving material from mines to storage or building projects.
Yeah ok, newb.
Trust me OP, invest in a ender chest they are MUCH more useful then laying down a bunch of tracks your going to use once or twice to move a handful of resources that could have been easily transferred with a ender chest.
Minecart systems are not useful for mining, you will spend more time setting up the tracks then actually mining, especially if your using efficiency on your tools, perhaps a stop at your branch mining location, but branch mines tend to expand rather quickly.
That is simply not true. Running a straight track 90 degrees to mining branches takes next to no time at all. After digging out 7-8 new branches, I extend the track to include them. It takes very little time compared to the actual mining, and way little compared to the time it would take me to walk those resources back to the resource-storage area repeatedly.
I understand your frustration with the changes to minecarts. Personally, I wish they had left them alone entirely (as they were at game launch). First, they slowed them down without any real need, then they really messed them up when they sped them up again. Now they don't follow the tracks properly around turns (at least visually) and they move as fast when empty as when you are riding in one. Originally, they were slow when empty--which was fine, and more reliable. Why they made these changes is beyond me. I see it as a lot of work for worse than nothing--what we have now is inferior to what we started with.
But even so, designs that work are still possible. My pez dispenser which uses a piston works reliably, while my dispenser using a trapdoor does not. My railway stops ramp up and drop the cart down from above, and they still work perfectly well. Designs have to change to accommodate the changes in the code, whether we like them or not. This has always been the nature of Minecraft. I don't like it any better than you do, but I do strive to adapt.
Actually the code has been altered because people complained about minecarts were too slow, and its when they increased thier speed that they broke things, prior to the increase in speed everything worked perfectly when worlds were converted.
That said however, its still MUCH easier to carry around an ender chest then to lay down tracks and tear them up, I usually have a ender chest near my current branch to which i just dump my resources in, once I'm back at base its quite simple to access, and super secure since only 'i' can extract those resources which i worked hard to get. 'personally' i find this a more convenient and safer storage system since i can also carry it with me and plop it down wherever i might be to work with its contents. I usually have many of these within my world at key locations.
I'm going for all use no looks. Any videos or threads that could show me the fundamentals and then further on show me things like beginning stations and storage systems?
Thanks in advanced
In essence sometime ago minecarts were slowed down to be on par with the PC, and this was done on the PC to combat lag, and reduce the amount of chunk loading errors that occurs, as well as other factors. We all know that 4J are somewhat fanatics when it comes to rollercoaster builds. Many of which were not real happy with the new slower (but game stabilizing speed) that the minecarts were given and cried out to 4J, whom in turn boasted the speeds back to previous versions, and in doing so they broke minecarts to use in complex and somewhat compact designs that should work and do 'sometimes'.
What I mean by breaking is that minecarts will behave with unpredictable circumstances, for example we all know that a unpowered power rail should bring a minecart to stop, but sometimes the minecarts are moving so fast that they will shoot right over the unpowered rail. Many use 'inclined' power rails to stop and start carts but often the carts will shoot down too far to start up again. Because of this it makes minecart storage systems unstable due to the fact that they relie heavily on a minecart being at some certain location to be able to be called again, if its off just a bit too much and the system can break to which they often do.
Which brings us to another problem aka detector rails, which somtimes will not trigger due to carts moving to fast, which makes 'player riding minecart' detectors much harder to do with 'unreliable' results.
So in essence, the increased speed is great if your doing a straight run from one side of the map to the other with no 'complex' stops/transits, or switching taking place. Its great for roller coaster builders whom more or less are doing a looped track, and really need the extra speed for dramatic effects, but to the builder its not so great, and 4J should have given us the option to use the slower speed. I'd MUCH rather have a slower and more stable minecart system then a race car that fails to work how it should most of the time.
Sure there are work a rounds, but even those work a rounds fail to work occasionally.
there are a few designs that work for the most part.
A & should be fine, as I have not had many problems with either of those; plus the pez cart storage works fine, as long as it doesn't use pistons.
Some things just need to compensate for the speed in the meantime. After all there are setups that just need a bit of tweaking here or there to work or layout. All the ones I have built in my eldest world work, except one.
The one that doesn't seems to be a U stop \_/, which it seems to fail like cire mentions with many others. It seems to overshoot the power rail randomly from 1/4 to being at the bottom of the U, and all it is simply a button push to move forward with a loop around the area of the button & track set a certain way to lead out.
When messing with minecarts I would expect them to be fickle, as in there might be a bit of maintenance with each update, or just every so often, as some things do break down eventually, however will work for the long haul. Some take minor tweaks while others a headache. So have something in mind before you start laying track.
We also had probably one of the most complex transit systems on the 360, supporting upto 4 players, it allowed a player to select the destination at each hub when boarding, and would 'switch' all tracks as needed, it inserted into a binary array at each switch the players turn preference and as the player neared the switch it made the switch seamlessly without having the player having to stop and select thier destination or switch the tracks. It featured smart inserting as well, what this means is suppose player a started his destination along ways away from a switch. As he starts his journey the system sends out a sequence of pulses to each switch, each switch in turn 'remembers' and decodes the pulses so that it knows that when the player arrives at the switch he is to turn 'right'. Meanwhile a second player boards at a different station one that is much closer to the switch, this station sends out orders as well that also tells the switch which direction he should turn, and as he travels over detector rails the system soon learns that this player will arrive sooner then the first player and will 'auto' adjust its array more or less swapping the players position and turn orders within the array. I really hope I described this well enough to understand.
Point is this no longer works because many times we've found that detector rails were failing, there was ALOT of redstone involved in getting this to work, and again it worked flawlessly before the increased speed, luckily we did build in a fail safe, so that if the switch was 'confused' it stopped the player allowing them to select which direction they wished to go. It still works sometimes perfectly, then suddenly it will fail nearly every time, restart and it sometimes works, sometimes don't. Truth is i'm not 100% sure its due to the increased speed, but I'd put money on it.
YOU CHANGE YOUR DESIGN to work with those, show me evidence and then you can tell me to change my design until then don't reply with stupid one liners.
Minecart systems are not useful for mining, you will spend more time setting up the tracks then actually mining, especially if your using efficiency on your tools, perhaps a stop at your branch mining location, but branch mines tend to expand rather quickly.
Don't get all y because you can't make a rail line that works properly.
And rails are a very useful tool for moving material from mines to storage or building projects.
Yeah ok, newb.
Trust me OP, invest in a ender chest they are MUCH more useful then laying down a bunch of tracks your going to use once or twice to move a handful of resources that could have been easily transferred with a ender chest.
That is simply not true. Running a straight track 90 degrees to mining branches takes next to no time at all. After digging out 7-8 new branches, I extend the track to include them. It takes very little time compared to the actual mining, and way little compared to the time it would take me to walk those resources back to the resource-storage area repeatedly.
I understand your frustration with the changes to minecarts. Personally, I wish they had left them alone entirely (as they were at game launch). First, they slowed them down without any real need, then they really messed them up when they sped them up again. Now they don't follow the tracks properly around turns (at least visually) and they move as fast when empty as when you are riding in one. Originally, they were slow when empty--which was fine, and more reliable. Why they made these changes is beyond me. I see it as a lot of work for worse than nothing--what we have now is inferior to what we started with.
But even so, designs that work are still possible. My pez dispenser which uses a piston works reliably, while my dispenser using a trapdoor does not. My railway stops ramp up and drop the cart down from above, and they still work perfectly well. Designs have to change to accommodate the changes in the code, whether we like them or not. This has always been the nature of Minecraft. I don't like it any better than you do, but I do strive to adapt.
That said however, its still MUCH easier to carry around an ender chest then to lay down tracks and tear them up, I usually have a ender chest near my current branch to which i just dump my resources in, once I'm back at base its quite simple to access, and super secure since only 'i' can extract those resources which i worked hard to get. 'personally' i find this a more convenient and safer storage system since i can also carry it with me and plop it down wherever i might be to work with its contents. I usually have many of these within my world at key locations.