Nope. Carts pass right through a full stop if the drop onto an active one. (just tested it)
Also, I found a couple weird glitches. This is a screen cap of a sheep that hitched a ride in my test cart, rode it off the ledge, and was suddenly suspended above the cart which was stopped by the powered full-stop. The sheep is still detected as being stuck in the cart btw. Straange.
-snip-
Well I'm not on grass for my testing so no sheep, but yeah It will pass through 1 layer of fullstop, however it will stop on a second (correction) third tile one if placed.
I have probably fixed the sheep/passenger bug with Full-Stops (please test) and the mod now is compatible with and requires ModLoader. Converting the mod to use ModLoader was a huge pain in the ass, as ModLoader examples on the forums are extremely basic resulting in a ton of trial and error (mostly error). Additionally I have changed block ID's in an attempt to reduce conflicts with other mods; this will cause all your existing Booster-Brakes and Full-Stops to cease to exist.
I have probably fixed the sheep/passenger bug with Full-Stops (please test) and the mod now is compatible with and requires ModLoader. Converting the mod to use ModLoader was a huge pain in the ass, as ModLoader examples on the forums are extremely basic resulting in a ton of trial and error (mostly error). Additionally I have changed block ID's in an attempt to reduce conflicts with other mods; this will cause all your existing Booster-Brakes and Full-Stops to cease to exist.
I have probably fixed the sheep/passenger bug with Full-Stops (please test) and the mod now is compatible with and requires ModLoader. Converting the mod to use ModLoader was a huge pain in the ass, as ModLoader examples on the forums are extremely basic resulting in a ton of trial and error (mostly error). Additionally I have changed block ID's in an attempt to reduce conflicts with other mods; this will cause all your existing Booster-Brakes and Full-Stops to cease to exist.
Let me know if you have any problems, as the only mod I use (besides MINECARTS Mk. II and modloader) is TooManyItems which doesn't use modloader. Additionally any mod which modifies minecarts will be incompatible.
Alright then TooManyitems and this is what I'll use.
Edit: Ugh... using 'E' to open Inventory is going to take some getting used too...
EditEdit: Speaking of changes, if anyone is interested, Notches next big update is going to be weather\
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
Working as good ported over to modloader; no issues encountered.
ModLoader, Better Glass, Zan's Minimap, TooManyItems, and the HD Patch also installed.
Quote from Zenofire »
Edit: Ugh... using 'E' to open Inventory is going to take some getting used too...
You know you can remap the keys in the options menu now right?
Rollback Post to RevisionRollBack
No matter how dark the night may seem, there is always the light of hope to guide your path, you only need to allow it.
Alright then TooManyitems and this is what I'll use.
Edit: Ugh... using 'E' to open Inventory is going to take some getting used too...
EditEdit: Speaking of changes, if anyone is interested, Notches next big update is going to be weather
You don't have to use TooManyitems, it's not required only modloader is.
@Brigander Yeah I know, but I know in the long run 'E' will be the better choice.
@mcmodder_07 The Inventory Editor I was using (Invedit) is now discontinued. So TooManyItems is the next best thing, and I think I like it more.
@Everyone
Okay, so I ran some test going solely uphill again.
Results are listed as amount of Boosters equals blocks traveled uphill, and in order of what I tested
+1= 5
+2= 8
+3= 11
+4= 17
+10= 32
+9= 27
+9 -1= 25
+8= 25
+5 -4= 9
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
not sure if this has been posted, just an idea: have a jump plate so when activated, will boost the cart upwards while still maintaining its momentem. could be used to have the cart going in different routs and for minecart jumps.
Just put a booster and then an upward ramp...? I don't see the use of a separate block for that, especially if this is implemented, as the ramp/booster would be only two blocks wide.
Quote from Zenofire »
@Yushatak Powered Minecarts becoming obsolete.
While this may be true there is reason for it. I believe I've mentioned it before: The Tech Tree. While playing minecraft players start with wood, then use a wood pick to mine stone, get a stone pick to get iron, iron to red stone and diamond, diamond to obsidian. That's how a player progresses through the game, step by step. So sure, in most cases the powered minecart will become, to an extent, obsolete but so do wood tools. That doesn't mean we should revamp the wooden tools to keep them necessary. We don't know how many boosters one crafting will make so as far as cost goes I sure Ehnomius and team will make a balanced choice. And we know (and are very excited) about the allocator.
Two problems with that.
- By the time you have enough iron to get *ANY* minecart system going, you've already got the resources to make a booster system via this system, and the powered minecart was obsolete before you got there.
- Wooden tools are necessary in order to progress to stone tools. Powered minecarts are not necessary to progress to boosters, so why ever make them?
Basically, unless the boosters get expensive or rare in some way (i.e., require gold instead of iron, or an iron block instead of an ingot, etc.), powered minecarts will find themselves zero use - especially when they already come with the handicap of being slower and needing fuel. Alternatively if the tracks used for a powered minecart could be made of all wood (I know it makes no sense at all, but from a balance perspective I'm making a point) then your argument would make more sense, as you could afford them with a different set of resources that might be acquired sooner or maintained more easily to extend your system.
For proof, look at the current setup. Booster tracks (though glitch based) are constructable out of a bit more iron and such (even more expensive than your system here, as redstone is plentiful and you need more track pieces for a glitch-based booster) than just using a powered minecart on less track. How many people use powered minecarts? Aside from perhaps people who don't understand boosters, I'm sure nobody does. They're clunky, slow, and require fuel - they need to change to be more accessible or useful in parallel with the normal system(s), or be a stepping stone to the normal system.
So, I think I should clarify the texture thing. I actually modified the light on the detector blocks for my version of the mod, which is where the reskin comments are coming from. In reality, these newer versions are all using the original texture I didn't.
That said, congrats on the full stop, but the videos show a bug with it that I managed to fix. Namely, when you stop it, it's actually 0.5 points off of where it should be. While I was working on it, I noticed that the game apparently offsets entity positions, which means that to get the cart to stop in the proper position for the full stop block, you actually have to add 0.5 to its x and z coordinates.
As it is, I have to wonder. Are you guys reprogramming from scratch? And if you are, how many block ids do you plan to use for the booster/brake block? I keep offering a specific suggestion, and nobody is really paying attention. I'll send a PM to the current modder, I suppose.
Guys, I was just re-reading the latest posts in this thread regarding the mod, and I had to do a facepalm. There was a very specific suggestion I made in my last post, due to the fact that the new booster has so many possible states. (12 different directions * 5 different speed settings = 60 different states for the booster) The suggestion was to turn the booster into a block entity. (i.e. the same kind of block as a furnace, chest, etc.) Not only does this allow you to store enough data to leave the booster as a single block, but it also makes it much easier to change the state. Also, if you look at the latest version of my mod, I solved a few issues you'll run into if you restart this from scratch. First, I solved the boosting glitch, which nobody else seems to have done. And second, I did manage to fix overboosting by changing how the booster collides with the cart, so that the booster only boosts it one time when the cart hits it.
That said, I really don't want to see so many block ids for something that shouldn't need them, when there is such a simple alternative.
Sorry, glitch, I had completely overlooked your earlier post. I'm quoting it here so others will see it without having to dig for it. I'm really glad you're still around sharing your experience. I only wish I could be of more help at this stage myself.
I was testing the latest build and tried building a compact, basic station. Here's what I came up with:
The double full-stops are to keep the cart from sliding off the booster-brake. I tried using just the ledge as the back stop, but the cart would bury itself half way into it when it dropped off due to the glitch Glitchfinder mentioned earlier. I can't wait to test detector blocks!
We could probably go on and on about this. I could mention that you only need the wooded pick axe to get to stone, and you could mention some other valid rebuttal however, at this point I feel its turning into arguing for the sake of argument which is not necessary in this thread. And so, I believe it best to agree to disagree. There is one thing though..
Quote from Yushatak »
Just put a booster and then an upward ramp...? I don't see the use of a separate block for that, especially if this is implemented, as the ramp/booster would be only two blocks wide.
We need to fix the minecart mechanics has a whole for this. As of now when you launch a minecart off a ramp it just falls. As seen
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
Sorry, glitch, I had completely overlooked your earlier post. I'm quoting it here so others will see it without having to dig for it. I'm really glad you're still around sharing your experience. I only wish I could be of more help at this stage myself.
It's no trouble. This thread is moving quite quickly, so it's easy for something to get lost, which is why I mentioned it again. I already sent mcmodder_07 the solution regarding the coordinates being a half block off, and I'll be uploading the source for my original mod tomorrow for him to get some more stuff from, including my fix to the booster glitch.
I feel that the booster should default=ly be on and if 'powered' turn off.
I disagree. It goes against the mechanics set by the rest of the redstone powered objects.
Exactly, the only thing that should be 'on' by default is the Torch itself. However, if you're worried about having red glowy sticks everywhere, just wait till Detector Blocks are implemented. Then you can place one face up, right below your booster. It'll turn on as soon as you get there
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
Well I'm not on grass for my testing so no sheep, but yeah It will pass through 1 layer of fullstop, however it will stop on a
second(correction) third tile one if placed.Download: http://www.mediafire.com/?3l50y845ox36ogz
Which version of modloader?
-No I do not plan on setting him on fire
As of 1.4 there is only 1 version of modloader. And heh, now I can stealth install this alongside my other mods \o/
Edit: Ugh... using 'E' to open Inventory is going to take some getting used too...
EditEdit: Speaking of changes, if anyone is interested, Notches next big update is going to be weather\
-No I do not plan on setting him on fire
ModLoader, Better Glass, Zan's Minimap, TooManyItems, and the HD Patch also installed.
You know you can remap the keys in the options menu now right?
You don't have to use TooManyitems, it's not required only modloader is.
@mcmodder_07 The Inventory Editor I was using (Invedit) is now discontinued. So TooManyItems is the next best thing, and I think I like it more.
@Everyone
Okay, so I ran some test going solely uphill again.
Results are listed as amount of Boosters equals blocks traveled uphill, and in order of what I tested
+1= 5
+2= 8
+3= 11
+4= 17
+10= 32
+9= 27
+9 -1= 25
+8= 25
+5 -4= 9
-No I do not plan on setting him on fire
Just put a booster and then an upward ramp...? I don't see the use of a separate block for that, especially if this is implemented, as the ramp/booster would be only two blocks wide.
Two problems with that.
- By the time you have enough iron to get *ANY* minecart system going, you've already got the resources to make a booster system via this system, and the powered minecart was obsolete before you got there.
- Wooden tools are necessary in order to progress to stone tools. Powered minecarts are not necessary to progress to boosters, so why ever make them?
Basically, unless the boosters get expensive or rare in some way (i.e., require gold instead of iron, or an iron block instead of an ingot, etc.), powered minecarts will find themselves zero use - especially when they already come with the handicap of being slower and needing fuel. Alternatively if the tracks used for a powered minecart could be made of all wood (I know it makes no sense at all, but from a balance perspective I'm making a point) then your argument would make more sense, as you could afford them with a different set of resources that might be acquired sooner or maintained more easily to extend your system.
For proof, look at the current setup. Booster tracks (though glitch based) are constructable out of a bit more iron and such (even more expensive than your system here, as redstone is plentiful and you need more track pieces for a glitch-based booster) than just using a powered minecart on less track. How many people use powered minecarts? Aside from perhaps people who don't understand boosters, I'm sure nobody does. They're clunky, slow, and require fuel - they need to change to be more accessible or useful in parallel with the normal system(s), or be a stepping stone to the normal system.
That said, congrats on the full stop, but the videos show a bug with it that I managed to fix. Namely, when you stop it, it's actually 0.5 points off of where it should be. While I was working on it, I noticed that the game apparently offsets entity positions, which means that to get the cart to stop in the proper position for the full stop block, you actually have to add 0.5 to its x and z coordinates.
As it is, I have to wonder. Are you guys reprogramming from scratch? And if you are, how many block ids do you plan to use for the booster/brake block? I keep offering a specific suggestion, and nobody is really paying attention. I'll send a PM to the current modder, I suppose.
Sorry, glitch, I had completely overlooked your earlier post. I'm quoting it here so others will see it without having to dig for it. I'm really glad you're still around sharing your experience. I only wish I could be of more help at this stage myself.
for you! :smile.gif:
The double full-stops are to keep the cart from sliding off the booster-brake. I tried using just the ledge as the back stop, but the cart would bury itself half way into it when it dropped off due to the glitch Glitchfinder mentioned earlier. I can't wait to test detector blocks!
We could probably go on and on about this. I could mention that you only need the wooded pick axe to get to stone, and you could mention some other valid rebuttal however, at this point I feel its turning into arguing for the sake of argument which is not necessary in this thread. And so, I believe it best to agree to disagree. There is one thing though..
We need to fix the minecart mechanics has a whole for this. As of now when you launch a minecart off a ramp it just falls. As seen
-No I do not plan on setting him on fire
It's no trouble. This thread is moving quite quickly, so it's easy for something to get lost, which is why I mentioned it again. I already sent mcmodder_07 the solution regarding the coordinates being a half block off, and I'll be uploading the source for my original mod tomorrow for him to get some more stuff from, including my fix to the booster glitch.
I disagree. It goes against the mechanics set by the rest of the redstone powered objects.
Exactly, the only thing that should be 'on' by default is the Torch itself. However, if you're worried about having red glowy sticks everywhere, just wait till Detector Blocks are implemented. Then you can place one face up, right below your booster. It'll turn on as soon as you get there
-No I do not plan on setting him on fire