Minecarts Mk. II is a comprehensive mod and proposal designed to fix and improve Minecraft's glitch-based minecart gameplay. It is unique in that it's the only minecart mod developed using the key principles of game balance, easy integration with the core game, and player usability.
We are well aware an "official" fix is to be released in 1.5. Please click here for our official comment regarding this development.
We now have a mod released! A link will be added to this post ASAP, but until then, the latest version is available somewhere in the thread. You will have to dig a bit to find it. Sorry!
The Proposed Components and how they work:
For more information on special track piece placement mechanics, read the original update post here.
Cart detector blocks activate when a cart occupies any cube of space directly adjacent to them.
Wood detector blocks are activated by any cart type.
Stone detector blocks are only activated by carts carrying a mob or player.
When activated, a redstone charge is emitted from the side with the redstone light.
The orientation of the light can be changed by right clicking the block after placement. Doing this will rotate the block so the light is on the side that the player clicked on.
Fix/remove glitchy physics. It's already been acknowledged by Notch as an unintentional glitch but it's worth mentioning here again.
Powered Minecart
Increase the speed to moderately faster than player walking pace and remove the penalty when climbing hills. This increases it's usefulness and value in the game.
Right-clicking the cart opens up a menu with a slot for stacks of fuel (coal, charcoal, wood) and a forward/reverse switch which players can use to determine the direction the cart will move when activated.
Clicking (hitting) a cart loaded with fuel will either activate or deactivate a cart. When activated, it will accelerate either forward or back depending on what setting the player set in the cart's menu.
A player sitting in a regular cart adjacent to a powered cart can access it's menu and toggle it's on/off state without having to leave their cart. This allows for the player to refill or control the powered cart while being pushed along by it.
Powered carts are affected by gravity. When climbing hills, their engines can easily power themselves and push an adjacent occupied cart up a hill at normal speed. When going downhill however, gravity affects their speed and can allow them to accelerate past their maximum. Upon reaching flat ground, they will gradually slow down until they drop to their maximum powered speed.
These changes would increase the value of this object in game and make it a viable upgrade from unpowered mine cart systems. See "Tech Tree" under "Design Notes" for more details.
The Mod
Programmed by musznikov. Info was originally posted here. Minecarts MK II for 1.7.3 SP/SMP unofficial v2
Current minecart gameplay is primarily centered around the exploitation of unintentional glitch in cart physics. Due to this, current mine cart systems are highly temperamental, unreliable, take up far too much in-game space, and are inaccessible to many players who don't understand the quirky nature of the glitch. This glitch is also likely to be "fixed" at some point in the future and as such, we feel that an official "fix" is needed to fill the role and improve upon the current "glitch-booster" system.
We are well aware that Jeb is creating a "Power Rail" for release in 1.5 and we've been keeping a close watch on it's progress. So far, based on what Jeb's said about his implementation, we've been given reason to maintain a skeptical outlook on the final result. That is to say, we're continuing work on our project in case the Power Rail turns out to be a disappointment.
Why are the current alternate solutions not acceptable?
Currently, the only solutions available are installing third party mods, the most comprehensive and well known being "Minecart Mania". It's a great mod and a lot of hard work has gone into it, however it's an unacceptable permanent solution for several reasons.
It's mechanics ignore many of Minecraft's established rules such as redstone's the binary gate design and uses a "sign" system that makes little sense in context with the original game world.
Due to all the re-purposed and multicoloured blocks and objects used, it's visuals are poorly integrated with vanilla/core Minecraft making it aesthetically unpleasing .
It uses repurposed blocks for additional functions and ignores the game's crafting and "tech tree" mechanics. This significantly changes the game mechanics from Mojang's original intention.
Many of the additional functions have little to no consideration for game balance and many "improvements" arguably break the challenge of the original game.
Additional Design Notes
This section contains more in-depth explanations on my thoughts and decision making process when creating the proposal. It's unimportant for most people, but may give additional insight into why I designed something the way I did. Completely option reading.
Binary Operation & Ease of Use
Minecraft's red stone system is entirely based on binary gates. Every block has a simple single input/output interface and can only do a single binary operation. However, each component can be combined for much greater functionality. The simplicity also allows for greater player accessibility since even the most beginner of players can quickly figure out that a switch can be linked via redstone to a operate a door. As such, I developed each of my proposed additions to have a single binary input and output based on a single operation to maximize simplicity of use and integration with the current redstone system.
Tech Tree & Game Mechanics
One primary aspect of Minecraft's gameplay is that of "leveling up" through unlocking or discovering better equipment. This "leveling up" or "tech tree" mechanic can be seen through the cart system as well. A standard cart only moves if an outside object pushes it or through gravity. The upgraded version is a powered cart with an internal combustion system. This provides the cart with self propelling capabilities similar to the steam or combustion engines (trains). Unfortunately, the current implementation of the powered minecart leaves much to be desired. Too slow to be practical, and too unwieldy to operate, it's largely unused by a majority players who would either not bother with practical minecarts at all, or skipped over in favour of glitch-booster based systems.
My proposal is the final step in the minecart evolution. It takes the minecart from the days unpowered gravity coasters, through the steam and combustion powered train era, to the days of modern electric subways and Light Rail Vehicles, fully automated and powered by external sources. A proper redstone powered, fully automated minecart system would require a significant investment in resources from the player but once put in place, it would provide indefinite high speed transport without any additional upkeep.
Aesthetics & Visual Cues
When I designed my proposed looks for each item, I intended for their look to signify their function yet also blend in with existing game objects as seamlessly as possible. As such, I tried to base the look of each proposed item on existing items in the game and provide visual indicators as to the items function.
The detectors in particular were textured based on the pressure plates they were inspired by. The rest of the design was based off of redstone, the crafting table, and the furnace. Their indicator lights were a result of me realizing that, unlike floorplates, they had no physical indication of operation. They're also reminiscent of railway signal lights.
Also, the all of the "activated" effects could potentially have additional animated "shine" effects like powered redstone wire or the nether gate. This would increase 3D visibility, especially on the low profile track pieces.
F.A.Q.
Q: The glitch-boost system is fine the way it is! Why do you want to change it so much?
A: I love the glitch boost system too and I've make several automated stations, and laid miles of track designs based off of it. However, I recognize it's drawbacks and realize that it's an outmoded system that is in serious need of an upgrade. See my section on "Why do we need this?" for more details.
Q: Why didn't you include "x" feature in your proposal?
A: Minecarts Mk.II is designed to remove the need for the current glitch system while maintaining or improving the current gameplay with the least number of changes to the core game. Any features or additional items that I felt were "extra" were removed from the proposal so it would stay simple, stay realistic in scope and hopefully be more likely added to the game.
Q: Why haven't you added Linking Minecarts to your proposal?
A: I didn't add them for the same reason why I didn't include "x" feature in the last question. Linking Minecarts would be cool, but it's an extra feature. For more info on Linking Minecarts specifically, click here and here.
Q: Why do you need detector blocks? Don't wood and stone pressure plates already do this?
A: The current wood and stone buttons require a track designer to derail and stop a cart in order to be detected. This is a) slow and unreliable since carts can easily slide off the intended track and onto adjacent booster tracks. The proposed detector blocks allow carts to trigger redstone circuits without needing to stop, slowdown or be derailed. In addition to this, they can also be placed in many more configurations than a button since they don't require carts to ride over them to work.
Q: Why are you making it into a mod when you already find fault with Minecarts Mania for being a mod?
A: The goal of Minecarts Mk.II Proposal has been and always will be to get the additions and changes as set forth in the original proposal officially added to the game. The Minecarts Mk.II Mod is simply a way for us to raise greater awareness of the proposal and to let others have a hands-on experience of the changes we'd like to see. It's way more awesome to say "go play our mod to see what we want changed" rather than "go read our long forum post to see what we want changed".
More Q&A to be added once questions are posted or if I think of more things that might need explaining.
Banners and Support
If you want to support MINECART MK. II in your signature, I've provided a two banners below. Simply copy the code into your signature box to show your support for MINECARTS MK. II!
Special Thanks & Contributors (in alphabetical order):
Brigander - Provided Quality Control for the OP. Chalk - Moral support and significant helped with creation of the mechanics for the proposed track pieces. cipher_nemo - Generally intelligent posts. flying sheep - Suggested the new fullstop design Gkardos - Found an error in listed craft recipe. glitchfinder - Programmed an early version of the MCMk.II mod. LarvaLounge - Suggested a question for the FAQ section. mcmodder_07 - Previous main programmer. musznikov - Main programmer for the current version of the MCMk.II mod. TheMagicalCake - Suggested adjustable-power booster-brakes sauerkraus - Suggested significant improvements for the Powered Minecart. Smapla - Pointed out deficiencies in the original Full-Stop design. SparcMan - Generally intelligent posts. Tarrot - Helped with "Occupied Cart" clarification. Tsaot - Helped reveal deficiencies in the original design. Zenofire - Suggested improvements for adjustable-power booster-brakes and provided concept images that significantly influenced the colour scheme. Pointed out error with banner links.
If you feel you belong on this list and were somehow overlooked, or if you feel that I've misrepresented your contributions somehow, send me a pm and we can sort it out. I like to give credit where credit is due. :-)
Comment, questions, and criticism are greatly appreciated! I'm always looking to find ways of improving this concept.
In the short time, I've been playing minecraft, I've made similare experience, even though I couldn't use the minecart due to extrem lags and bugs :s
Everytime when I was able to build a decent minecart track, I got mad afterwards, because I hardly could use it.
So I really appreciate the effort you've put into those Ideas and I really like them, but I think it would be better if you could slow down from 100% speed down to 10% speed within a few blocks lenght and not that you only can stop within 1.5 blocks, if you're already slower than 10%.
I'd add a possibility to turn acceleration and brake track pieces/blocks on and off while you are moving with the minecart along the minecart track.
I think it would be better if you could slow down from 100% speed down to 10% speed within a few blocks lenght and not that you only can stop within 1.5 blocks, if you're already slower than 10%.
I agree being able to stop from max speed would be nice.
Overall, the idea is fantastic. The current glitched system of mine carts works for now but as you said, it will be obsolete in the future. This seems like a solid system that could work through the ages.
Under this system, carts are never meant to leave tracks, which solves problems with pressure plates and carts getting nudged unintentionally onto adjacent tracks. However, the most popular method of storing carts for later use is to stack them, using the so called 'pez dispenser', which relies on the fact that mine carts that aren't on a track will stack. Your proposed system would make it impossible to remove carts from this type of stack, so I'd like to know if you've thought about this and have a method for storing an arbitrary number of carts, which is a necessary part of an automated minecart system.
I love this, you should send this to notch asap (if you actually have mod files for him to implant, but even if you don't, you should still send it to him)!
*This reply is obsolete as of 12/12/2010 due to an update in my proposal*
As iMG wrote:
Quote from iMG »
I think it would be better if you could slow down from 100% speed down to 10% speed within a few blocks lenght and not that you only can stop within 1.5 blocks, if you're already slower than 10%.
You can slow down really quickly by simply place a few brake tracks in series. The entire system is designed to make each block/object as multipurpose as possible. By having the track piece take only a portion of a cart's speed rather than all of it, a single type of item can be used for multiple functions; either slow down a cart, or outright stop it.
Quote from Smapla »
Under this system, carts are never meant to leave tracks, which solves problems with pressure plates and carts getting nudged unintentionally onto adjacent tracks. However, the most popular method of storing carts for later use is to stack them, using the so called 'pez dispenser', which relies on the fact that mine carts that aren't on a track will stack. Your proposed system would make it impossible to remove carts from this type of stack, so I'd like to know if you've thought about this and have a method for storing an arbitrary number of carts, which is a necessary part of an automated minecart system.
I'm also a big fan of the pez method of storing mine carts and I've already thought of how my system would work with such a dispenser. In this image I've layed out a typical pez dispenser with my proposed blocks. Please note that the redstone trigger for the boost block is not shown, but is assumed to be present. Also, the detector would be linked up to an "empty cart dispenser" alert. Lastly, the boost block I show is in the "powered" state, but in reality, would only power on when a cart is called for. Normally it would be inert.
(fig. 1)
Minecarts can still be pushed off a track with my system simply by ending the track and will stack up in a dispenser the same way as normal.
(fig. 2)
*Note that the following is pure speculation and hypothesis. I have no idea if this would actually work unless the code was implemented.*
Depending on how the carts are stacked, they could either land towards the outer edge of the boost block, in which case, when activated, the booster block would shunt a cart out directly.
(fig. 3)
Or, if they land towards the back end of the dispenser, they might be first boosted towards the wall, where upon they'd bounce back. Since they're now imbued with a "speed value" from the initial boost towards the wall and no longer 0, the booster would simply boost them right out the other way.
(fig. 4)
The last case is that carts always land directly dead center of a booster plate. In which the south-west default rule is invoked. This would force pez boosters to only dispense carts in a south or west direction, but I think that's a minor limitation when compared to the overwhelming benefits of not needing glitch-booster lanes hogging your space.
The only change I think carts need is less iron needed to produce tracks. you get about 2.5 pieces of track per piece of iron, and that isn't enough to make large minetracks practical.
The only change I think carts need is less iron needed to produce tracks. you get about 2.5 pieces of track per piece of iron, and that isn't enough to make large minetracks practical.
Or perhaps the craft recipe should produce more pieces of track per crafting?
I actually purposely stayed away from sharing specific crafting details since that's a whole new ball game that can be approached independently of this proposal. I might post a few of my crafting recipe proposals though if there's enough interest.
Also, despite what you might think, change is needed. The current system is based around a bug that might disappear without any warning in any future update. I'd rather be prepared with a brand new system to fill the gap then go scrambling when my glitch-carts suddenly stop working.
I approve of this, except for one major issue. If the boosters are powered by redstone, they really have no drawbacks whatsoever. I mean, they would still make powered minecarts obsolete except in the most contrived circumstances, just because you don't have to use resources to make it work after they've been built.
Edit: Actually, I suppose the fact that you have to build them anywhere you need a boost might balance it, depending on what resources you need to build it. Meh.
I approve of this, except for one major issue. If the boosters are powered by redstone, they really have no drawbacks whatsoever. I mean, they would still make powered minecarts obsolete except in the most contrived circumstances, just because you don't have to use resources to make it work after they've been built.
Edit: Actually, I suppose the fact that you have to build them anywhere you need a boost might balance it, depending on what resources you need to build it. Meh.
Actually the only drawback of redstone powered mine carts is the HUGE resource investment you have to make in order to set up such a system. In addition to resources, it also takes a lot of careful thought and planning to make a system that actually works really well. Once it's set up though, it's like renewable energy. :smile.gif:
You also just made me reveal my ulterior plan. I'm trying to subliminally convince Minecraft players of the benefits of renewable energy. Sure solar panels are a lot of money to purchase initially, but once they're set up....infinite energy!
Just kidding. Kinda.
It does draw a neat real world parallel though don't you think? Fossil fuels in the real world are becoming obsolete anyway, so why shouldn't powered mine carts in Minecraft eventually become obsolete too?
...let's not get into a discussion comparing the pros and cons of "green energy" vs. "red energy" though. ;')
well the benefit of powered minecarts would be that you can deploy them anywhere, and by that i mean, on tracks that aren't a part of a minecart 'system'. this type of track would be lain my miners exploring, and continually going deeper into caves, and creating departure stations that depend on redstone every time the mine is expanded wouldn't make much sense
You have superior writing and brainstorming skills!
you seriously put a lot of good effort in to this, and I applaud you.
I really hope Notch comes across this, but he might be more likely to at getsatisfaction.
You have superior writing and brainstorming skills!
you seriously put a lot of good effort in to this, and I applaud you.
I really hope Notch comes across this, but he might be more likely to at getsatisfaction.
I've already posted it on GetSatisfaction under related ideas! You can support it by clicking here for boost,here for brakes, or here for detectors! and selecting my Minecart Mk. II post as "one of the best points" on GetSatisfaction! I can't encourage this enough. :smile.gif:
You just annihilated my lame minecart booster idea! I love this! I would seriously love to see this implemented! You put so much thought and work into this system and I think someone ( ) should really look into it. Great idea! If this doesn't get implemented...I will be sad
-giggles like a schoolgirl and runs around in circles-
I love it! The next step would be to fix collisions and make minecarts a little bit thinner so that they don't collide with carts on adjacent tracks, thereby making boosters impossible, forcing people to use the built in mechanics!! hooray for making stuff work properly!!
support. I feel really giddy right now because I just took some really strong painkillers to deal with my severe throat pains, ear and sinus infection, and back pain from coughing so much!!BRRLLRLRLRLLBLLRLRLRBLBLRBL-passes out-
Major News! Big update to MINECARTS MK. II coming soon!
Based on what I'm seeing in the poll, a lot of you have thought that my proposal was ready to be implemented as-is! I really appreciate all the support you've all given me and the "MINECARTS MK. II" proposal. HOWEVER, I'm not one to ever be satisfied with my work so I worked on it some more in hopes of making it better. An now, thanks to new findings in game mechanics, I have achieved just that!
These new findings in game mechanics have prompted a complete redesign and redefinition of the MINECARTS MK. II proposed block's function and mechanics! The changes have added significantly more functionality, flexibility, and simplified the game mechanics. As a result, the latest incarnation of my proposed blocks are better, simpler, and easier to implement!
Half of the credit and a big thank-you goes to my friend Chalk (In-game name "Chalkyzee"), who played a significant part is helping me develop the new game mechanics.
The update has already been written up and will be posted as soon as I complete all the new diagrams needed to adequately convey the updated concepts. (Should be later tonight or sometime tomorrow) I'll post a copy of the update in the thread, and also replace the original proposal post with the updated material (the old material will be removed).
Thanks for the support and your thoughts! I'll mostly likely take a closer look at the powered minecart game mechanics next and see if I can develop a more detailed plan to bring them up to speed. (pun intended) It'd be really nice to see the powered cart as a nice mid-level cart for players who prefer a more "hands on" style of operation rather than fully automated redstone. I'm thinking faster moving, forward/reverse internal controls, and a user friendly interface. I love the concept of the powered cart, but I think Notch was rushed when he implemented it in-game thus resulting in poorly thought out game mechanics.
Index
The Important Stuff
The Mod
Additional Information
What is it?
Minecarts Mk. II is a comprehensive mod and proposal designed to fix and improve Minecraft's glitch-based minecart gameplay. It is unique in that it's the only minecart mod developed using the key principles of game balance, easy integration with the core game, and player usability.
We are well aware an "official" fix is to be released in 1.5. Please click here for our official comment regarding this development.
We now have a mod released! A link will be added to this post ASAP, but until then, the latest version is available somewhere in the thread. You will have to dig a bit to find it. Sorry!
The Proposed Components and how they work:
For more information on special track piece placement mechanics, read the original update post here.
Booster-Brake Track Piece
Support the GetSatisfaction topic on mine cart boosters here!
example of a two-way booster
6x iron + 2x redstone + 1x plank = 4x booster-brake track piece
Full-Stop Track Piece
Support the GetSatisfaction topic on mine cart brakes here!
6x iron + 2x redstone + 1x plank = 4x full-stop track piece
Detector Block
Support the GetSatisfaction topic on mine cart detectors here!
8x log + 1x redstone = 1x empty cart detector block
8x smoothstone + 1x redstone = 1x occupied cart detector block
Proposed Changes To Existing Objects:
Standard Minecart
Powered Minecart
The Mod
Programmed by musznikov. Info was originally posted here.
Minecarts MK II for 1.7.3 SP/SMP unofficial v2
Changelog
v2
Know issues:
(especially world.java :sad.gif: )fullStop-redstone torch problem [fix in v2]static block id ;/incompatible with FORGE [cannot mix with buildcraft etc ;/] - priority for next versionRequirements:
Modloader : http://www.minecraftforum.net/topic/75440-v173-risugamis-mods-recipe-book-updated/
ModloaderMp : http://www.minecraftforum.net/topic/182918-173smp-flans-mods-planes-ww2-guns-vehicles-playerapi-moods-mputils-teams/#MLM
FORGE : http://www.minecraftforum.net/topic/514000-api-minecraft-forge/
Download :
Client + Server package v2 : Download from Mediafire
Why do we need this?
Current minecart gameplay is primarily centered around the exploitation of unintentional glitch in cart physics. Due to this, current mine cart systems are highly temperamental, unreliable, take up far too much in-game space, and are inaccessible to many players who don't understand the quirky nature of the glitch. This glitch is also likely to be "fixed" at some point in the future and as such, we feel that an official "fix" is needed to fill the role and improve upon the current "glitch-booster" system.
We are well aware that Jeb is creating a "Power Rail" for release in 1.5 and we've been keeping a close watch on it's progress. So far, based on what Jeb's said about his implementation, we've been given reason to maintain a skeptical outlook on the final result. That is to say, we're continuing work on our project in case the Power Rail turns out to be a disappointment.
Why are the current alternate solutions not acceptable?
Currently, the only solutions available are installing third party mods, the most comprehensive and well known being "Minecart Mania". It's a great mod and a lot of hard work has gone into it, however it's an unacceptable permanent solution for several reasons.
Additional Design Notes
This section contains more in-depth explanations on my thoughts and decision making process when creating the proposal. It's unimportant for most people, but may give additional insight into why I designed something the way I did. Completely option reading.
Binary Operation & Ease of Use
Minecraft's red stone system is entirely based on binary gates. Every block has a simple single input/output interface and can only do a single binary operation. However, each component can be combined for much greater functionality. The simplicity also allows for greater player accessibility since even the most beginner of players can quickly figure out that a switch can be linked via redstone to a operate a door. As such, I developed each of my proposed additions to have a single binary input and output based on a single operation to maximize simplicity of use and integration with the current redstone system.
Tech Tree & Game Mechanics
One primary aspect of Minecraft's gameplay is that of "leveling up" through unlocking or discovering better equipment. This "leveling up" or "tech tree" mechanic can be seen through the cart system as well. A standard cart only moves if an outside object pushes it or through gravity. The upgraded version is a powered cart with an internal combustion system. This provides the cart with self propelling capabilities similar to the steam or combustion engines (trains). Unfortunately, the current implementation of the powered minecart leaves much to be desired. Too slow to be practical, and too unwieldy to operate, it's largely unused by a majority players who would either not bother with practical minecarts at all, or skipped over in favour of glitch-booster based systems.
My proposal is the final step in the minecart evolution. It takes the minecart from the days unpowered gravity coasters, through the steam and combustion powered train era, to the days of modern electric subways and Light Rail Vehicles, fully automated and powered by external sources. A proper redstone powered, fully automated minecart system would require a significant investment in resources from the player but once put in place, it would provide indefinite high speed transport without any additional upkeep.
Aesthetics & Visual Cues
When I designed my proposed looks for each item, I intended for their look to signify their function yet also blend in with existing game objects as seamlessly as possible. As such, I tried to base the look of each proposed item on existing items in the game and provide visual indicators as to the items function.
The detectors in particular were textured based on the pressure plates they were inspired by. The rest of the design was based off of redstone, the crafting table, and the furnace. Their indicator lights were a result of me realizing that, unlike floorplates, they had no physical indication of operation. They're also reminiscent of railway signal lights.
Also, the all of the "activated" effects could potentially have additional animated "shine" effects like powered redstone wire or the nether gate. This would increase 3D visibility, especially on the low profile track pieces.
F.A.Q.
Q: The glitch-boost system is fine the way it is! Why do you want to change it so much?
A: I love the glitch boost system too and I've make several automated stations, and laid miles of track designs based off of it. However, I recognize it's drawbacks and realize that it's an outmoded system that is in serious need of an upgrade. See my section on "Why do we need this?" for more details.
Q: Why didn't you include "x" feature in your proposal?
A: Minecarts Mk.II is designed to remove the need for the current glitch system while maintaining or improving the current gameplay with the least number of changes to the core game. Any features or additional items that I felt were "extra" were removed from the proposal so it would stay simple, stay realistic in scope and hopefully be more likely added to the game.
Q: Why haven't you added Linking Minecarts to your proposal?
A: I didn't add them for the same reason why I didn't include "x" feature in the last question. Linking Minecarts would be cool, but it's an extra feature. For more info on Linking Minecarts specifically, click here and here.
Q: Why do you need detector blocks? Don't wood and stone pressure plates already do this?
A: The current wood and stone buttons require a track designer to derail and stop a cart in order to be detected. This is a) slow and unreliable since carts can easily slide off the intended track and onto adjacent booster tracks. The proposed detector blocks allow carts to trigger redstone circuits without needing to stop, slowdown or be derailed. In addition to this, they can also be placed in many more configurations than a button since they don't require carts to ride over them to work.
Q: Why are you making it into a mod when you already find fault with Minecarts Mania for being a mod?
A: The goal of Minecarts Mk.II Proposal has been and always will be to get the additions and changes as set forth in the original proposal officially added to the game. The Minecarts Mk.II Mod is simply a way for us to raise greater awareness of the proposal and to let others have a hands-on experience of the changes we'd like to see. It's way more awesome to say "go play our mod to see what we want changed" rather than "go read our long forum post to see what we want changed".
More Q&A to be added once questions are posted or if I think of more things that might need explaining.
Banners and Support
If you want to support MINECART MK. II in your signature, I've provided a two banners below. Simply copy the code into your signature box to show your support for MINECARTS MK. II!
Awesome Large Banner:
Less Awesome Small Banner:
Special Thanks & Contributors
(in alphabetical order):
Brigander - Provided Quality Control for the OP.
Chalk - Moral support and significant helped with creation of the mechanics for the proposed track pieces.
cipher_nemo - Generally intelligent posts.
flying sheep - Suggested the new fullstop design
Gkardos - Found an error in listed craft recipe.
glitchfinder - Programmed an early version of the MCMk.II mod.
LarvaLounge - Suggested a question for the FAQ section.
mcmodder_07 - Previous main programmer.
musznikov - Main programmer for the current version of the MCMk.II mod.
TheMagicalCake - Suggested adjustable-power booster-brakes
sauerkraus - Suggested significant improvements for the Powered Minecart.
Smapla - Pointed out deficiencies in the original Full-Stop design.
SparcMan - Generally intelligent posts.
Tarrot - Helped with "Occupied Cart" clarification.
Tsaot - Helped reveal deficiencies in the original design.
Zenofire - Suggested improvements for adjustable-power booster-brakes and provided concept images that significantly influenced the colour scheme. Pointed out error with banner links.
If you feel you belong on this list and were somehow overlooked, or if you feel that I've misrepresented your contributions somehow, send me a pm and we can sort it out. I like to give credit where credit is due. :-)
Comment, questions, and criticism are greatly appreciated! I'm always looking to find ways of improving this concept.
Revision History
12/09/2010
12/12/2010
12/13/2010
1/22/2011
1/26/2011
2/15/2011
2/16/2011
2/17/2011
3/14/2011
3/21/2011
3/25/2011
3/29/2011
3/30/2011
4/2/2011
4/5/2011
4/6/2011
4/7/2011
4/8/2011
4/9/2011
4/15/2011
4/16/2011
4/28/2011
5/11/2011
5/15/2011
9/1/2011
In the short time, I've been playing minecraft, I've made similare experience, even though I couldn't use the minecart due to extrem lags and bugs :s
Everytime when I was able to build a decent minecart track, I got mad afterwards, because I hardly could use it.
So I really appreciate the effort you've put into those Ideas and I really like them, but I think it would be better if you could slow down from 100% speed down to 10% speed within a few blocks lenght and not that you only can stop within 1.5 blocks, if you're already slower than 10%.
I'd add a possibility to turn acceleration and brake track pieces/blocks on and off while you are moving with the minecart along the minecart track.
+1
As iMG wrote:
I agree being able to stop from max speed would be nice.
Overall, the idea is fantastic. The current glitched system of mine carts works for now but as you said, it will be obsolete in the future. This seems like a solid system that could work through the ages.
+1 Im supporting :smile.gif:
Btw, nice work on the proposed looks!
Click the sig if you want better minecarts!
As iMG wrote:
You can slow down really quickly by simply place a few brake tracks in series. The entire system is designed to make each block/object as multipurpose as possible. By having the track piece take only a portion of a cart's speed rather than all of it, a single type of item can be used for multiple functions; either slow down a cart, or outright stop it.
I'm also a big fan of the pez method of storing mine carts and I've already thought of how my system would work with such a dispenser. In this image I've layed out a typical pez dispenser with my proposed blocks. Please note that the redstone trigger for the boost block is not shown, but is assumed to be present. Also, the detector would be linked up to an "empty cart dispenser" alert. Lastly, the boost block I show is in the "powered" state, but in reality, would only power on when a cart is called for. Normally it would be inert.
(fig. 1)
Minecarts can still be pushed off a track with my system simply by ending the track and will stack up in a dispenser the same way as normal.
(fig. 2)
*Note that the following is pure speculation and hypothesis. I have no idea if this would actually work unless the code was implemented.*
Depending on how the carts are stacked, they could either land towards the outer edge of the boost block, in which case, when activated, the booster block would shunt a cart out directly.
(fig. 3)
Or, if they land towards the back end of the dispenser, they might be first boosted towards the wall, where upon they'd bounce back. Since they're now imbued with a "speed value" from the initial boost towards the wall and no longer 0, the booster would simply boost them right out the other way.
(fig. 4)
The last case is that carts always land directly dead center of a booster plate. In which the south-west default rule is invoked. This would force pez boosters to only dispense carts in a south or west direction, but I think that's a minor limitation when compared to the overwhelming benefits of not needing glitch-booster lanes hogging your space.
I hope this answers your question!
Or perhaps the craft recipe should produce more pieces of track per crafting?
I actually purposely stayed away from sharing specific crafting details since that's a whole new ball game that can be approached independently of this proposal. I might post a few of my crafting recipe proposals though if there's enough interest.
Also, despite what you might think, change is needed. The current system is based around a bug that might disappear without any warning in any future update. I'd rather be prepared with a brand new system to fill the gap then go scrambling when my glitch-carts suddenly stop working.
Edit: Actually, I suppose the fact that you have to build them anywhere you need a boost might balance it, depending on what resources you need to build it. Meh.
Actually the only drawback of redstone powered mine carts is the HUGE resource investment you have to make in order to set up such a system. In addition to resources, it also takes a lot of careful thought and planning to make a system that actually works really well. Once it's set up though, it's like renewable energy. :smile.gif:
You also just made me reveal my ulterior plan. I'm trying to subliminally convince Minecraft players of the benefits of renewable energy. Sure solar panels are a lot of money to purchase initially, but once they're set up....infinite energy!
Just kidding. Kinda.
It does draw a neat real world parallel though don't you think? Fossil fuels in the real world are becoming obsolete anyway, so why shouldn't powered mine carts in Minecraft eventually become obsolete too?
...let's not get into a discussion comparing the pros and cons of "green energy" vs. "red energy" though. ;')
you seriously put a lot of good effort in to this, and I applaud you.
I really hope Notch comes across this, but he might be more likely to at getsatisfaction.
http://www.minecraftforum.net/viewtopic.php?f=1&t=75886
I've already posted it on GetSatisfaction under related ideas! You can support it by clicking here for boost, here for brakes, or here for detectors! and selecting my Minecart Mk. II post as "one of the best points" on GetSatisfaction! I can't encourage this enough. :smile.gif:
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for the breaks
for the booster
stands for redstone
I love it! The next step would be to fix collisions and make minecarts a little bit thinner so that they don't collide with carts on adjacent tracks, thereby making boosters impossible, forcing people to use the built in mechanics!! hooray for making stuff work properly!!
support. I feel really giddy right now because I just took some really strong painkillers to deal with my severe throat pains, ear and sinus infection, and back pain from coughing so much!!BRRLLRLRLRLLBLLRLRLRBLBLRBL-passes out-
Based on what I'm seeing in the poll, a lot of you have thought that my proposal was ready to be implemented as-is! I really appreciate all the support you've all given me and the "MINECARTS MK. II" proposal. HOWEVER, I'm not one to ever be satisfied with my work so I worked on it some more in hopes of making it better. An now, thanks to new findings in game mechanics, I have achieved just that!
These new findings in game mechanics have prompted a complete redesign and redefinition of the MINECARTS MK. II proposed block's function and mechanics! The changes have added significantly more functionality, flexibility, and simplified the game mechanics. As a result, the latest incarnation of my proposed blocks are better, simpler, and easier to implement!
Half of the credit and a big thank-you goes to my friend Chalk (In-game name "Chalkyzee"), who played a significant part is helping me develop the new game mechanics.
The update has already been written up and will be posted as soon as I complete all the new diagrams needed to adequately convey the updated concepts. (Should be later tonight or sometime tomorrow) I'll post a copy of the update in the thread, and also replace the original proposal post with the updated material (the old material will be removed).
Stay tuned!