Just to clarify, electronicsRules is completely incorrect when he says that cart stacks require an empty tile at the bottom. There's no problem placing a booster-brake at the bottom of a pez stack to easily pop carts out when needed.
I tested this. Bit of a problem
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-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
I think the problem is, minecarts don't behave as rigid bodies, meaning that they can pass through each other (which is what you see in your video there). To make it so that minecarts can exert a force on other minecarts in front of them (such as with theoretically using a powered minecart to push a storage cart), minecarts have been given strange physics where they speed other carts up when next to them. Because this speeding up is not the result of rigid bodies hitting one another (as it should logically be), you get the current minecart booster glitch capability. Minecart physics really just need to be totally reworked to make them behave as rigid bodies.
Just to clarify, electronicsRules is completely incorrect when he says that cart stacks require an empty tile at the bottom. There's no problem placing a booster-brake at the bottom of a pez stack to easily pop carts out when needed.
I tested this. Bit of a problem
Add a wall of ladders in the way the cart should go and take off the bottom one so you can have tracks
In reply to the problems about powered minecarts being obsolete the moment they're feasible, there's one solution no one has mentioned.
If the problem is that the tracks are too high on the tech-tree, why not make the tracks cheaper? As it is, six iron for four tracks seems a bit much. You could increase the number of track sections you get back from four to eight or sixteen, and it would make minecarts more a part of core game-play, as well as making powered minecarts useful.
Edit: Detectors are done (still need that texture) and I have attempted to fix some full-stop bugs (and may have introduced some new ones so please test). Current known bugs: full stops don't work on carts going uphill, regular tracks don't 'snap' to booster-brakes and full-stops, and glitchy minecart physics haven't been fixed.
@Spanone, You're right, non-special rails should snap to the boosters and full-stops.
@Everyone
RE: Adjustable booster-brakes: Should I remove the adjustable mechanics from the OP? I actually really like the simplicity of the single speed booster. It needs some tuning but I think we're onto something.
RE: Detector Blocks: I'm still working on a new explanatory diagram fro the detector blocks. It should be complete soon.
RE: Powered Minecarts: I've been thinking a lot about how to balance and differentiate the powered cart from the boosted cart. Here's what I've come up with:
[*:1kuymldd] Powered cart move at a speed halfway between walking and "max speed". Only boosted carts can reach "max speed".
[*:1kuymldd] Powered carts can link and pull multiple carts. Boosted carts cannot.
[*:1kuymldd] Powered carts can push mobs and items off of the track as they travel. Boosted carts cannot and will be stopped by track obstructions.
[*:1kuymldd] Powered carts consume resources to run. Boosted carts only require boosters.
[*:1kuymldd] Powered carts are unaffected by Booster-Brakes, Fullstops and Detector blocks will affect it normally.
[*:1kuymldd] The direction a powered cart travels is determined by right clicking the cart upon placement. It will spin to point in the direction it will travel.
[*:1kuymldd] To start it, you have to fill the powered cart with fuel (coal, wood, etc.). To stop it, you simply remove the fuel. It may take a few seconds for the final piece to burn off and the cart to stop however a full stop or a simple block could be used to make it stop more precisely.
[*:1kuymldd] Extra idea: An Allocator might have the ability to add and remove fuel from a powered minecart.
Let me know what you guys think.
That satisfies my problem with powered minecarts vs. boosted completely - just the capability to link carts with them makes them useful all by itself.
May I suggest that everyone here contact/tweet/email/etc Jeb and Notch regarding this, and ask them to implement Minecarts Mk. II instead of their idea?? Their idea seems to lack* a Stop block, and Cart Detector block. Also, I don't like the 'powered track boosts, unpowered track slows' dynamic. I much prefer the Minecarts Mk. II booster.
Having read the latest updated OP (4/9/11) I full heartedly support this topic, since the proposed changes would greatly simplify the transit system I am planning to implement into my main world.
I do, however, have a concern with the booster tracks: Right now, I use a pez-dispenser system to store excess carts, using a secondary booster cart controlled by a call button to peel off one cart at a time at the bottom of the stack of carts.
Implementing your blocks into my system would cause a bit of trouble: The original (And simplest) solution would simply be to put a booster track underneath the stack of carts, controlled by a call button. Unfortunately, due to the length of the time that the button press operates at (About one second) , this would likely cause 2 carts to be sent down the track. I could, of course, use your booster track to simply replace the door booster system I am currently using, but this would still rely on the booster glitch which may or may not eventually be fixed. I also have the additional problem that the pez-dispenser system itself is highly glitchy at times.
To condense my problem down into two questions, I ask: Have you considered any plans on how to store extra minecarts in a transportation system which could be easily released via redstone, or is this concept beyond the scope of this specific mod?
Edit: Whoops, missed the discussion on the pez-dispensers, but I will try to download the mod in order to see if there is a way we can come up with an interesting solution to the problem
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'Wait! What does that mean?! I can't panic properly unless I know what that means!'
'Well believe me, Mike, I calculated the odds of this succeeding versus the odds I was doing something incredibly stupid, and... I went ahead anyway.'
To condense my problem down into two questions, I ask: Have you considered any plans on how to store extra minecarts in a transportation system which could be easily released via redstone, or is this concept beyond the scope of this specific mod?
I am personal working on that specific thing. However, if you check my video above. I'm having problems with boosters and pez stacking. I found a way to store minecarts but there's 2 problems. 1 is the "1 or more at a time" problem, whenever I press the button a single cart runs through the whole storage unit in 1 go. and 2nd is that its spacey.
Also for you all, another pez fail video coming soon...
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-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
why is the empty cart detector so much more expensive than the other?
I'm, not sure what you mean. can you explain a little more?
I know this is way back in the thread, but I'm answering because I was wondering the same thing. The recipe you have proposed uses eight logs. That's equivalent to 8x4=32 planks. Okay sure, logs are easy to come by... but so is stone. And unlike logs, stone does not break down into large numbers of some more useful material. Thus, by using logs, you make the empty detector recipe feel a lot more expensive than the full detector recipe.
I would suggest using wood planks, but something else as the central element. Or perhaps seven planks and two redstone?
On the whole though, your idea is very well thought out, not overly complex, and I fully endorse it aside from that recipe.
I know this is way back in the thread, but I'm answering because I was wondering the same thing. The recipe you have proposed uses eight logs. That's equivalent to 8x4=32 planks. Okay sure, logs are easy to come by... but so is stone. And unlike logs, stone does not break down into large numbers of some more useful material. Thus, by using logs, you make the empty detector recipe feel a lot more expensive than the full detector recipe.
I would suggest using wood planks, but something else as the central element. Or perhaps seven planks and two redstone?
On the whole though, your idea is very well thought out, not overly complex, and I fully endorse it aside from that recipe.
But to get the amount of stone required, you have to smelt it with one coal or charcoal, six logs, fences, stairs planks, crafting tables, bookshelves, chests, jukeboxes or note blocks, or 16 sticks. The way I see it, it is not more expensive.
But to get the amount of stone required, you have to smelt it with one coal or charcoal, six logs, fences, stairs planks, crafting tables, bookshelves, chests, jukeboxes or note blocks, or 16 sticks. The way I see it, it is not more expensive.
One coal and eight cobblestone vs thirty-two planks. Even considering the fuel needed to smelt the stone, the empty detector feels more expensive.
I installed the newest version. When ever I try to make a booster, the game crashes. When I reload it, the items i used to make it with and my bench were deleted.
I installed the newest version. When ever I try to make a booster, the game crashes. When I reload it, the items i used to make it with and my bench were deleted.
ModLoader installed and up to date?
Noticed I've not shown actual crafting in any of my other vids so I went ahead and made a quick one to demonstrate it.
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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.
I installed the newest version. When ever I try to make a booster, the game crashes. When I reload it, the items i used to make it with and my bench were deleted.
ModLoader installed and up to date?
That's what it was. Since the previous versions didn't use it, I assumed it didn't need it.
Have all of the tracks work on halfsteps. :smile.gif:
I tested this. Bit of a problem
-No I do not plan on setting him on fire
Add a wall of ladders in the way the cart should go and take off the bottom one so you can have tracks
Transitions in slope might be a bit awkward, though.
They're exported from the same file (with a few layers switched up) so they shouldn't be different. Hmm, I'll look into it and see what I can do.
If the problem is that the tracks are too high on the tech-tree, why not make the tracks cheaper? As it is, six iron for four tracks seems a bit much. You could increase the number of track sections you get back from four to eight or sixteen, and it would make minecarts more a part of core game-play, as well as making powered minecarts useful.
Edit: Detectors are done (still need that texture) and I have attempted to fix some full-stop bugs (and may have introduced some new ones so please test). Current known bugs: full stops don't work on carts going uphill, regular tracks don't 'snap' to booster-brakes and full-stops, and glitchy minecart physics haven't been fixed.
Download: http://www.mediafire.com/?cturd7b0e1h82gh
That satisfies my problem with powered minecarts vs. boosted completely - just the capability to link carts with them makes them useful all by itself.
May I suggest that everyone here contact/tweet/email/etc Jeb and Notch regarding this, and ask them to implement Minecarts Mk. II instead of their idea?? Their idea seems to lack* a Stop block, and Cart Detector block. Also, I don't like the 'powered track boosts, unpowered track slows' dynamic. I much prefer the Minecarts Mk. II booster.
*or at least it was never mentioned
I do, however, have a concern with the booster tracks: Right now, I use a pez-dispenser system to store excess carts, using a secondary booster cart controlled by a call button to peel off one cart at a time at the bottom of the stack of carts.
Implementing your blocks into my system would cause a bit of trouble: The original (And simplest) solution would simply be to put a booster track underneath the stack of carts, controlled by a call button. Unfortunately, due to the length of the time that the button press operates at (About one second) , this would likely cause 2 carts to be sent down the track. I could, of course, use your booster track to simply replace the door booster system I am currently using, but this would still rely on the booster glitch which may or may not eventually be fixed. I also have the additional problem that the pez-dispenser system itself is highly glitchy at times.
To condense my problem down into two questions, I ask: Have you considered any plans on how to store extra minecarts in a transportation system which could be easily released via redstone, or is this concept beyond the scope of this specific mod?
Edit: Whoops, missed the discussion on the pez-dispensers, but I will try to download the mod in order to see if there is a way we can come up with an interesting solution to the problem
'Well believe me, Mike, I calculated the odds of this succeeding versus the odds I was doing something incredibly stupid, and... I went ahead anyway.'
I am personal working on that specific thing. However, if you check my video above. I'm having problems with boosters and pez stacking. I found a way to store minecarts but there's 2 problems. 1 is the "1 or more at a time" problem, whenever I press the button a single cart runs through the whole storage unit in 1 go. and 2nd is that its spacey.
Also for you all, another pez fail video coming soon...
-No I do not plan on setting him on fire
I would suggest using wood planks, but something else as the central element. Or perhaps seven planks and two redstone?
On the whole though, your idea is very well thought out, not overly complex, and I fully endorse it aside from that recipe.
But to get the amount of stone required, you have to smelt it with one coal or charcoal, six logs, fences, stairs planks, crafting tables, bookshelves, chests, jukeboxes or note blocks, or 16 sticks. The way I see it, it is not more expensive.
ModLoader installed and up to date?
Noticed I've not shown actual crafting in any of my other vids so I went ahead and made a quick one to demonstrate it.
That's what it was. Since the previous versions didn't use it, I assumed it didn't need it.