Whats the point on having this idea? I like the storage minecraft there useful, there is Powered rails on is the booster off is the brake. this idea is a waste of time. no-support
Whats the point on having this idea? I like the storage minecraft there useful, there is Powered rails on is the booster off is the brake. this idea is a waste of time. no-support
This idea came out long before Notch added booster rails to the actual game, so it was NOT a waste of time at its creation. Quit trolling and pay attention to dates.
That said, I honestly only see one thing that I like any more in this thread: the detector block. I feel that that could have tons more potential than simply powering/unpowering rails. While the rest of the thread I feel is kind of irrelevant due to how Notch has added the booster rails and just how versatile they are, that detector block could have tons more applications.
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Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
Booster/Brake tracks are already in the game.
We already have detector rails, no need for a new block.
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WOOT! MORE SHOOTY STUFF!
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens. (Griefing is an art. And a lot of dead creepers.)
Hey guys. Sorry about the long disappearance. I really don't have much of an excuse other than I got sidetracked by other things in real life and the mod kinda dropped off my priority list. I'm out of touch with what the latest developments are but I'm willing to update the OP. If anyone can make a list of changes needed, I'll update the OP asap. I'm still interested in the continued survival of this mod. :smile.gif:
- Ehnon
EDIT: I noticed that I really need to update the banners. I'll see if I can't do something about those before the end of the week. I'm thinking we should advertise it as a mod instead. Also, perhaps we should consider having a mod or admin move this topic to the Mods section? Your thoughts are appreciated.
didnt notch kinda add this with detetor rails nad booster tracks and i said kinda
off topic:ohai ferret
on topic:i like this idea but maybe a way for a diffrent type of detector rail to be added? because if notch added this in trolls could spam minecarts on your tracks and you here the detector and you find a bunch of random minecarts so what if there were special detectors/minecarts just like what there is now except only ocmpatible with certain minecarts?
p.s. sorry if this didn't make any sense im really tired i just woke up
Dude...do you interact with Minecarts in ANY way?
If you do, then you should be ashamed of yourself for this comment.
I have had the game less than a week. And I was SO excited about minecarts and tracks. For transportation of goods and other things.
Then I actually got to experience the mechanics. Which are an unbelievable letdown.
Half the time on East-to-West track, the carts will act like they have no collision whatsoever, and bypass one another. This is especially true with Powered Carts.
Not to mention only putting one piece of fuel at a time in Powered Carts, which immediately take off. So unless you've got the track blocked so it can't go forward, the odds are you'll miss jumping into your cart to actually go somewhere.
This mod is a thing of beauty. I hope the person doing this continues the great work, and the people who created Minecraft take a LONG look at this work for implementation into the official game. There are some much needed features here.
I've tried everything. I downloaded the 1.7.3 v2 version just this afternoon.
I'm having problems with HOW the new track pieces operate.
--Booster Rails--
Okay, so I put a redstone torch down beside it. It lights up. So far so good.
I create a straight strip of track. I put the cart on the track and give it a shove in the direction the Booster piece is facing.
It chugs along, hits the booster and ZOOMS down to the sand block wall at the end. Works great.
Test #2: I push the cart back towards the Booster, in order to test the slowdown effect.
Problem: As soon as the cart hits the booster, there is no slowdown. The cart just bounces back down the track to it's starting position.
--Full Stop--
Same test. I put a redstone torch down beside it.
The problem is it doesn't light up to show it's powered. It remains dim. ((At first I thought it was broken, and not being powered.))
Shove the cart down the tracks. It immediately stops on hitting the Full Stop track.
So the only issue here is that it's not lighting up.
--Detector Block--
Placed the wooden one. No matter how much I right click, it will not change it's starting position.
Placed the stone one. Same problem, it will not alter it's orientation.
I put in the wiring, and got my cart ready.
(For the record, it goes with the stone cube, then the track, then the wooden cube. I believe that qualifies as "adjacent".)
As far as I can tell, nothing happens. No power is generated.
I don't believe there is a problem on my end. I haven't been receiving any errors when running Minecraft.
I do have this in my Command Prompt, when the minecart runs between the sensors.
The full stop Track seems kinda useless, as does the powered track, as their already in game. While this booster version offers new possibilities, the Full stop one is essentially an unpowered booster track from the current game..
Test #2: I push the cart back towards the Booster, in order to test the slowdown effect.
Problem: As soon as the cart hits the booster, there is no slowdown. The cart just bounces back down the track to it's starting position.
--Detector Block--
Placed the wooden one. No matter how much I right click, it will not change it's starting position.
Placed the stone one. Same problem, it will not alter it's orientation.
The slowdown effect works but the cart needs to be faster than the push of the track in the opposite direction.
Detector blocks are similar to placing pistons. The output faces the direction you place them at.
Bugs-
Full stop block does not light up with power. (was already posted)
Booster track when changing directions becomes (powered)
Other thoughts
Please remove the right click to change direction of the track, such a nightmare.
I think this is 100% useless now. We have powered rails, which remove the need for it in this mod, and detector rails, which also remove the rest of the needs for this mod. The only thing that I see is new is the decrease speed rail.
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Quote from thunderz, via a game, »
And we could both suck at it together
Quote from Piecejr »
Quote from CHRIS2384 »
titanic plates moving to cause an
earthquake but still COOL
the Full stop one is essentially an unpowered booster track from the current game..
From memory, I think the difference is that this one requires power to stop a cart but does nothing when unpowered, while the built-in one stops a cart when unpowered but doesn't do nothing when powered. Still, I personally think that having boost and stop in one track is better, since usually you'll want to stop and start on the same place.
only thing that doesnt make sense to me is that the wooden detector block is made out of "Wood", but is shown like a "Wooden Plank" (with the sensor of course!)
Just updated the OP including links to the latest version, credit to musznikov, and some other fixes. You can see the changes in the change log at the bottom of the OP. Sorry about the long hiatus. I'll be back to update a lot of the other written sections later.
You will wanna make a thread in Released Mods too. A lot of people want this mod but don't look in this section.
Also there's 2 file conflicts (that I know of) at the moment related to forge:
- pc.class, used by MKII and the forge itself
- yl.class, used by MKII and Better Than Wolves, which is designed to work with the forge
Don't suppose we can go without some of those class files if we only want the fixed physics can we?
It would be so awesome if we could get a version of the mod that did only that to reduce conflicts. It's the only thing stopping the minecart system from working properly at the moment.
This idea came out long before Notch added booster rails to the actual game, so it was NOT a waste of time at its creation. Quit trolling and pay attention to dates.
That said, I honestly only see one thing that I like any more in this thread: the detector block. I feel that that could have tons more potential than simply powering/unpowering rails. While the rest of the thread I feel is kind of irrelevant due to how Notch has added the booster rails and just how versatile they are, that detector block could have tons more applications.
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
Keep this thread alive, there's still awesome stuff here!
Great server, great people. Join now!
We already have detector rails, no need for a new block.
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens. (Griefing is an art. And a lot of dead creepers.)
- Ehnon
EDIT: I noticed that I really need to update the banners. I'll see if I can't do something about those before the end of the week. I'm thinking we should advertise it as a mod instead. Also, perhaps we should consider having a mod or admin move this topic to the Mods section? Your thoughts are appreciated.
awesome :biggrin.gif:
off topic:ohai ferret
on topic:i like this idea but maybe a way for a diffrent type of detector rail to be added? because if notch added this in trolls could spam minecarts on your tracks and you here the detector and you find a bunch of random minecarts so what if there were special detectors/minecarts just like what there is now except only ocmpatible with certain minecarts?
p.s. sorry if this didn't make any sense im really tired i just woke up
Look at the Better Than Wolves Mod for detector rails. (wood, stone, obsidian)
Nice. Hope it will be compatible with BTW.
Dude...do you interact with Minecarts in ANY way?
If you do, then you should be ashamed of yourself for this comment.
I have had the game less than a week. And I was SO excited about minecarts and tracks. For transportation of goods and other things.
Then I actually got to experience the mechanics. Which are an unbelievable letdown.
Half the time on East-to-West track, the carts will act like they have no collision whatsoever, and bypass one another. This is especially true with Powered Carts.
Not to mention only putting one piece of fuel at a time in Powered Carts, which immediately take off. So unless you've got the track blocked so it can't go forward, the odds are you'll miss jumping into your cart to actually go somewhere.
This mod is a thing of beauty. I hope the person doing this continues the great work, and the people who created Minecraft take a LONG look at this work for implementation into the official game. There are some much needed features here.
I'm having problems with HOW the new track pieces operate.
--Booster Rails--
Okay, so I put a redstone torch down beside it. It lights up. So far so good.
I create a straight strip of track. I put the cart on the track and give it a shove in the direction the Booster piece is facing.
It chugs along, hits the booster and ZOOMS down to the sand block wall at the end. Works great.
Test #2: I push the cart back towards the Booster, in order to test the slowdown effect.
Problem: As soon as the cart hits the booster, there is no slowdown. The cart just bounces back down the track to it's starting position.
--Full Stop--
Same test. I put a redstone torch down beside it.
The problem is it doesn't light up to show it's powered. It remains dim. ((At first I thought it was broken, and not being powered.))
Shove the cart down the tracks. It immediately stops on hitting the Full Stop track.
So the only issue here is that it's not lighting up.
--Detector Block--
Placed the wooden one. No matter how much I right click, it will not change it's starting position.
Placed the stone one. Same problem, it will not alter it's orientation.
I put in the wiring, and got my cart ready.
(For the record, it goes with the stone cube, then the track, then the wooden cube. I believe that qualifies as "adjacent".)
As far as I can tell, nothing happens. No power is generated.
I don't believe there is a problem on my end. I haven't been receiving any errors when running Minecraft.
I do have this in my Command Prompt, when the minecart runs between the sensors.
TICK jest
TICK nie ma
The slowdown effect works but the cart needs to be faster than the push of the track in the opposite direction.
Detector blocks are similar to placing pistons. The output faces the direction you place them at.
Bugs-
Full stop block does not light up with power. (was already posted)
Booster track when changing directions becomes (powered)
Other thoughts
Please remove the right click to change direction of the track, such a nightmare.
Also there's 2 file conflicts (that I know of) at the moment related to forge:
- pc.class, used by MKII and the forge itself
- yl.class, used by MKII and Better Than Wolves, which is designed to work with the forge
Don't suppose we can go without some of those class files if we only want the fixed physics can we?
It would be so awesome if we could get a version of the mod that did only that to reduce conflicts. It's the only thing stopping the minecart system from working properly at the moment.