So, I have this very simple minecart station, and it could be way better. But basically, it's a cart on a powered loop wired to a stone button. Stand on the stone button, a cart comes out and doesn't top. If you don't get off the button, it feeds back in so you can get the cart. Once you get on, the piece that resets the cart into the loop will let you go to the rest of the track.
I have two of these, one for going one way, one for the opposite way. That isn't necessarily important, however.
The reason I have the carts feed back if you miss it is because the carts never stop moving. If I can find a reliable way to pause (or slow them down) carts and restart them in the same direction they were going before the pause, though, I could get rid of the re-feed.
So, in short, how can I pause or slow down a cart and have it regain speed in the same direction after, say, a button is pushed. If it matters, in one direction the cart will be occupied, and the other direction, the cart will be empty.
I'm in 1.6.6, and from what I gather, I can't use two carts side by side. I would also rather not do that, because I want to have it look as clean as possible.
torch = powered rail
tnt = unpowered, normal rail
grass = grass, placed at same height level as powered rail
I have tried the above, with powered rails on either side of a block, with a normal rail on top, but I find it to be unreliable on which side it stops, meaning it will start moving in potentially the wrong direction.
Powered minecart tracks that have no power will slow down a minecart, so maybe what you could do is make a hill of unpowered rails that is 2 sided, maybe the hill could be like 2 rails high , then one normal rail, then another slop going down with 2 more unpowered rail. Then you have a button on each side that powers the rail according to the side that it is on. Then on the bottom of each hill have a detector rail so it turns on the rail it goes up.
That way, when it starts to go down the opposite side of the hill then the unpowered rails will stop it until you punch the button and it will go down. It won't hit the detector rail on the bottom because it will slow down before it hits it.
Sorry for all the words, I will copy StrykDem and make a little graphic
= Regular rail
= detector
= upowered rail
= block
= Air block (Yes, I know your not that stupid)
- Block
- Unpowered rail with Button Over top
- Powered Rail
- Floating Block
- Normal Rail
- Block with Normal Rail On-Top
You could put a more space between the tracks so it's easier. I only did it this way because it shares one block for 2 buttons... Also the two buttons do not interfere with each other...
EDIT: Stupid me, Now I realize it would've been easier to make the tracks completely straight...
TheColorMan, that idea is great, but the problem is that an unoccupied minecart leaving the station won't have enough juice to get over the hump.
I made a (semi-confusing) diagram to show what I have right now.
BAsically, there is a very, very long line of powered rail, at least 200 blocks of it, off the left side of the screen, in a line leading into here. That is the part that is ridden on. The rails going straight back are only about 5-10 powered rails long. Also, that little track off to the side is not important, just an old system I haven't killed yet.
So, yeah, as much as I would love to use TheColorMan's design, the carts leaving the station won't get out, due to the force required for a non-powered rail.
This second image just shows the whole setup, and how it will be mirrored for the opposite direction.
The cow built it, thank him. (No seriously, this isn't my design, I dunno whose it is though)
Hopefully this is what you want.
If that works reliably, then yeah. That looks about right, I'm just worried it won't stop it. ecen if it slows it down, thats fine. The problem is that huge line of powered reails gives it so much momentum. I'll try this. Thanks.
EDIT: It seems to be working. I did have to make one modification. On the side that you leave the station on, replace the detector with a powered rail. But it seems to work. Thank you.
EDIT 2: After some more testing, I found it needed not three, but four track pieces in the middle there. Thank you very much. This will be in use until a better solution becomes available. If it could start and stop on a level platform, I'd be happy. but for now that's just not possible, because of the variations in speed involved. Thanks guys.
If that works reliably, then yeah. That looks about right, I'm just worried it won't stop it. ecen if it slows it down, thats fine. The problem is that huge line of powered reails gives it so much momentum. I'll try this. Thanks.
Here, I reworked it a bit:
That's not a different world, I swear.
EDIT: You can rearrange it to be more like the first one if you want as it has less redstone used, but then it's rather large.
Note these methods are mainly used to reset a minecart's speed to 0, then boost it back up using a single powered rail. Generally used on entry into a central train station hub to remove excess momentum.
I have two of these, one for going one way, one for the opposite way. That isn't necessarily important, however.
The reason I have the carts feed back if you miss it is because the carts never stop moving. If I can find a reliable way to pause (or slow them down) carts and restart them in the same direction they were going before the pause, though, I could get rid of the re-feed.
So, in short, how can I pause or slow down a cart and have it regain speed in the same direction after, say, a button is pushed. If it matters, in one direction the cart will be occupied, and the other direction, the cart will be empty.
I'm in 1.6.6, and from what I gather, I can't use two carts side by side. I would also rather not do that, because I want to have it look as clean as possible.
torch = powered rail
tnt = unpowered, normal rail
grass = grass, placed at same height level as powered rail
I have tried the above, with powered rails on either side of a block, with a normal rail on top, but I find it to be unreliable on which side it stops, meaning it will start moving in potentially the wrong direction.
So, can anybody help me?
- Powered Booster Track
- Unpowered Booster Track
- Block
Hook up a button to the Unpowered Booster Track and you good to go...
Picture:
Re-Uploaded Picture... Was missing a Block
Goddamn do I hate this name z_z
I wish I could say that is helpful, but I need this for a two-way rail, mot a one-way. Unless carts climb up walls :tongue.gif:
Goddamn do I hate this name z_z
That way, when it starts to go down the opposite side of the hill then the unpowered rails will stop it until you punch the button and it will go down. It won't hit the detector rail on the bottom because it will slow down before it hits it.
Sorry for all the words, I will copy StrykDem and make a little graphic
= Regular rail
= detector
= upowered rail
= block
= Air block (Yes, I know your not that stupid)
Top View:
- Block
- Unpowered rail with Button Over top
- Powered Rail
- Floating Block
- Normal Rail
- Block with Normal Rail On-Top
You could put a more space between the tracks so it's easier. I only did it this way because it shares one block for 2 buttons... Also the two buttons do not interfere with each other...
EDIT: Stupid me, Now I realize it would've been easier to make the tracks completely straight...
Goddamn do I hate this name z_z
I made a (semi-confusing) diagram to show what I have right now.
BAsically, there is a very, very long line of powered rail, at least 200 blocks of it, off the left side of the screen, in a line leading into here. That is the part that is ridden on. The rails going straight back are only about 5-10 powered rails long. Also, that little track off to the side is not important, just an old system I haven't killed yet.
So, yeah, as much as I would love to use TheColorMan's design, the carts leaving the station won't get out, due to the force required for a non-powered rail.
This second image just shows the whole setup, and how it will be mirrored for the opposite direction.
The cow built it, thank him. (No seriously, this isn't my design, I dunno whose it is though)
Hopefully this is what you want.
If that works reliably, then yeah. That looks about right, I'm just worried it won't stop it. ecen if it slows it down, thats fine. The problem is that huge line of powered reails gives it so much momentum. I'll try this. Thanks.
EDIT: It seems to be working. I did have to make one modification. On the side that you leave the station on, replace the detector with a powered rail. But it seems to work. Thank you.
EDIT 2: After some more testing, I found it needed not three, but four track pieces in the middle there. Thank you very much. This will be in use until a better solution becomes available. If it could start and stop on a level platform, I'd be happy. but for now that's just not possible, because of the variations in speed involved. Thanks guys.
Here, I reworked it a bit:
That's not a different world, I swear.
EDIT: You can rearrange it to be more like the first one if you want as it has less redstone used, but then it's rather large.
Taken from http://www.reddit.com/r/Minecraft/comments/i3w4h/how_to_reset_minecart_speed/
Note these methods are mainly used to reset a minecart's speed to 0, then boost it back up using a single powered rail. Generally used on entry into a central train station hub to remove excess momentum.