This would be an excellent idea for minecarts, as well as the other ideas in this whole thread!
However, on the topic of non-minecart vertical movement, have you heard of ladders?
Lol, of course. But I just thought this idea would be more convenient for tracks. Recently found out it wouldn't work though, minecarts are more than 1 block long. I'll give that spiraling idea a try, if I can get enough speed
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
This would be an excellent idea for minecarts, as well as the other ideas in this whole thread!
However, on the topic of non-minecart vertical movement, have you heard of ladders?
Lol, of course. But I just thought this idea would be more convenient for tracks. Recently found out it wouldn't work though, minecarts are more than 1 block long. I'll give that spiraling idea a try, if I can get enough speed
The only issue you might have with spiraling is that it often takes quite a few carts as boosters. All the iron can really add up if you're building the spiral "legit".
This would be an excellent idea for minecarts, as well as the other ideas in this whole thread!
However, on the topic of non-minecart vertical movement, have you heard of ladders?
Lol, of course. But I just thought this idea would be more convenient for tracks. Recently found out it wouldn't work though, minecarts are more than 1 block long. I'll give that spiraling idea a try, if I can get enough speed
The only issue you might have with spiraling is that it often takes quite a few carts as boosters. All the iron can really add up if you're building the spiral "legit".
Sir, i always build Legit (The picture in my avatar took 2 weeks of work, sheep do not wander near these parts anymore). Which is one of the reasons I support this thread so much. Sure the booster track costs a nice bit of Iorn. But it saves you a cart and about 8-15 pieces of track, so it more than pays for itself. That, and I like things that look nice. Then again if it made like, 4 booster tracks that would be uber nice. The logic is there. Use 6 Iron to make 16 normal tracks. Or use 6 Iron, plus redstone to make 4 powered tracks.
(*Edit: I'm never going to post again O.O)
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
Sir, i always build Legit (The picture in my avatar took 2 weeks of work, sheep do not wander near these parts anymore). Which is one of the reasons I support this thread so much. Sure the booster track costs a nice bit of Iorn. But it saves you a cart and about 8-15 pieces of track, so it more than pays for itself. That, and I like things that look nice. Then again if it made like, 4 booster tracks that would be uber nice. The logic is there. Use 6 Iron to make 16 normal tracks. Or use 6 Iron, plus redstone to make 4 powered tracks.
(*Edit: I'm never going to post again O.O)
Lol, I can't say the same for myself. I used to play 100% vanilla for a long time, but eventually my construction ambitions greatly outweighed my patience for gathering materials. I found that I had the most fun when designing and building stuff and not so much when resource gathering and during day-to-day survival. That's when I turned to various inventory editors and I've hardly looked back. I completely respect and understand others who'd prefer to play within the limits of the vanilla game (and I still do occasionally) but for the most part, I feel I've discovered my personal "ideal play style".
That aside, I've been making an effort to make this proposal as balanced as possible for vanilla/legit Minecraft play. I agree that one "craft" of a special track piece should yield more than just a single booster or full-stop, but I've yet to settle on the ideal number for the right balance of cost versus benefit. Four track pieces per craft seems like a nice balance. I'd like to hear what others say about it before I add it to the proposal though. For the record, I'm leaning towards harder-to-obtain over easier because I view boosters as a special, "high level tech" that gives a lot of benefit with no cost aside from the initial construction.
(Also, I don't understand why you say you won't post again.)
Lol, I can't say the same for myself. I used to play 100% vanilla for a long time, but eventually my construction ambitions greatly outweighed my patience for gathering materials. I found that I had the most fun when designing and building stuff and not so much when resource gathering and during day-to-day survival. That's when I turned to various inventory editors and I've hardly looked back. I completely respect and understand others who'd prefer to play within the limits of the vanilla game (and I still do occasionally) but for the most part, I feel I've discovered my personal "ideal play style".
That aside, I've been making an effort to make this proposal as balanced as possible for vanilla/legit Minecraft play. I agree that one "craft" of a special track piece should yield more than just a single booster or full-stop, but I've yet to settle on the ideal number for the right balance of cost versus benefit. Four track pieces per craft seems like a nice balance. I'd like to hear what others say about it before I add it to the proposal though. For the record, I'm leaning towards harder-to-obtain over easier because I view boosters as a special, "high level tech" that gives a lot of benefit with no cost aside from the initial construction.
(Also, I don't understand why you say you won't post again.)
I had just hit post 42 and liked the title, but I shant be silenced over such a thing. Besides, i took a screenshot XD
The "ideal play style" is exactly what I'm all about. Minecraft is so basic its limitless, and you can customize exactly how you play. From what you do, to what you see... its all up to you. And that's why I fell in love with the game. Not cuz of big fan bases, or promises of greater things to come, or exploding bush monsters, but because of what minecraft teaches us.
Quote from david64yt in Episode 40 of X »
What exactly does it teach us? Live life fully, and do what makes you happy. Take the paths you find most interesting. Take a few chances, and deal with the obstacles set before you. Enjoy the things you love... build them up, and share them...
And just, at the end of the day, have fun, the way you want to have fun. Build a cyndaquil from cloth wood and sand, Shoot some creepers with an ak47, Make an 80 foot solid gold cock and balls! Who cares? XD Just go mine something, then go craft something.
Wow, got a bit off topic there... but yeah... So... 4 track sounds good eh? I thought so ^^ Go minecarts! Has anyone came in with a proposal to Mod this btw?
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
Yeah, a player called Glitchfinder offered to create a mod and even made a rough playable version. I haven't heard from him recently though. I'm worried that his interest in the project has died off with my temporary disappearance. I'm considering looking for a new modder if I don't hear from him soon. Alternatively, I have a bit of a background in java and java script so I might just try tackling the project myself but it's been so long that I have very little confidence in my abilities. Having an experienced programmer assist would certainly be my ideal situation.
For those of you still wondering, yes, there is a mod based off of the Minecarts Mk.II proposal in the works. Previously, a player named glitchfinder programmed a fully playable demo with functional booster-brakes, full-stops and detector blocks, but it no longer works as of the February update and I haven't heard from him since. He's also been inactive on the forums. I have sent out an email to glitchfinder asking if he's still interested in the project, but if I don't hear back before next week, I'm prepared to find and recruit new modding collaborators. That being said, if you, or anyone else you know is interested in creating this mod with me please don't hesitate to pm me. Ideally I'd like to create a mod compatible with SMP, perhaps as a bukkit plug-in but I'm well aware of the challenges this might entail.
Your proposal for changes is well organized. However, your suggestion for changes to powered minecarts makes no sense. You cannot ride in a minecart occupied by a large hot furnace since there is no room for the player and it is quite hot.
A much better idea would be to simply fill the furnace with coal and click the powered minecart, thus causing it to move indefinitely towards you until you stop it. This would make two things possible: you can send a few carts off without supervision and have a partner receive them, store on collision with a chest, or simply wait at the end of the track. The other amazing feature this would enable is a rideable minecart. With the current system you jump in a cart and click the powered minecart and it rolls away while you're stuck. If powered minecarts had a toggleable on/off state and moved towards the player you would simply have to click once (after loading it with coal) and you would be on your merry way with no need for extra track pieces (though that doesn't imply they wouldn't be optional).
I ask you to please consider this revision as powered minecarts have no room for the player, and a toggleable on/off state would enable unsupervised minecarts. This would make low tech minecart riding possible, but for higher speeds and complicated track systems you would still need the extra track pieces.
Your proposal for changes is well organized. However, your suggestion for changes to powered minecarts makes no sense. You cannot ride in a minecart occupied by a large hot furnace since there is no room for the player and it is quite hot.
A much better idea would be to simply fill the furnace with coal and click the powered minecart, thus causing it to move indefinitely towards you until you stop it. This would make two things possible: you can send a few carts off without supervision and have a partner receive them, store on collision with a chest, or simply wait at the end of the track. The other amazing feature this would enable is a rideable minecart. With the current system you jump in a cart and click the powered minecart and it rolls away while you're stuck. If powered minecarts had a toggleable on/off state and moved towards the player you would simply have to click once (after loading it with coal) and you would be on your merry way with no need for extra track pieces (though that doesn't imply they wouldn't be optional).
I ask you to please consider this revision as powered minecarts have no room for the player, and a toggleable on/off state would enable unsupervised minecarts.
I completely agree with your ideas. I honestly haven't thought or worked on the Powered Minecart improvements very much since my priority has been to get the other additions perfected first. I really like your suggestions though! Simple mechanics, easy to understand, and easily integrated with the current system. I'll start on rewriting the proposed Powered Minecart changes right away.
[EDIT] Updated! Check out the updated rules and critique to your heart's content.
I love the boosters. The detector is a bonus. I can do all kinds of fun things with them. Still, if Notch ever adds magnets, I would us them to make the booters.
Magnets can be used to move trains in real life. As of yet, there are no magnets in MC. Maglev is a system that uses magnets for lift and propulsion. If Notch adds magnets they could be used for a number of things. Still I wouldn't use them for the whole railway, just to boost the carts a bit.
If we do get magnets, this is how I would make the boots. = magnet
This would make things more complex as we use magnets for the boosters and redstone to turn them on and off. Granted, magnets may require a new kind of ore so perhaps they may not spawn on old maps. I don't know how that works. I've only seen one update since buying the game (the bed update).
But that's IF magnets are implemented. I haven't heard Notch say anything about magnets (then again, i haven't been keeping close tabs on him anymore), and I don't see any other purpose for them besides messing up my compass.
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
will Booster-Brake / Full-Stop pieces be able to be put on rising / lowering railparts?
For example i put a railway upwards the hill. No i put a Booster-Brake their. Is the effekt the same or it will it be dimnished by a bit since i am driving upwards.
Same for the fullstop. Will my minecart start to run again if the fullstop is in a diagonal angle?
Special railways are just straight.
Quote from TheMagicalCake »
Make it s so you can change the speed of the booster and make it so if redstone is activating a booster it doesnt boost at all
First part is too difficult, second part is already in the suggestion.
No its not and there is certian mechanisms which need slower boosts
Magnets can be used to move trains in real life. As of yet, there are no magnets in MC. Maglev is a system that uses magnets for lift and propulsion. If Notch adds magnets they could be used for a number of things. Still I wouldn't use them for the whole railway, just to boost the carts a bit.
Yes magnets are used in many applications in the real world, but aside from your train example and a vague blanket statement, you have no other suggestions for how they might be beneficial to the game. I've limited the proposal to only use redstone in order to keep things simple and limit the number of extraneous additions to the game. Complexity isn't always a good thing and can often get in the way of having fun. I think redstone is a great way of simplifying both "electricity" and "magnets" into a streamlined "game version" of real world systems.
Quote from TheMagicalCake »
Quote from Elmach »
Quote from Zheren »
will Booster-Brake / Full-Stop pieces be able to be put on rising / lowering railparts?
For example i put a railway upwards the hill. No i put a Booster-Brake their. Is the effekt the same or it will it be dimnished by a bit since i am driving upwards.
Same for the fullstop. Will my minecart start to run again if the fullstop is in a diagonal angle?
Special railways are just straight.
Quote from TheMagicalCake »
Make it s so you can change the speed of the booster and make it so if redstone is activating a booster it doesnt boost at all
First part is too difficult, second part is already in the suggestion.
No its not and there is certian mechanisms which need slower boosts
To clarify: special track pieces such as Booster-Brakes and Full-Stops cannot turn into ramps nor do they curve. They always remain flat and straight. This is to keep their special functions from interfering with other rail mechanics. In order to push a cart up a hill, you would need several boosters at the bottom to give the cart enough speed to travel up the hill. On really large slopes, you would need to have the slope level out at intervals so you can put additional flat boosters.
Also, Elmach is for the most part, correct. It's currently too complicated to have boosters with adjustable speeds and boosters only activate when powered by redstone which is the opposite of what you suggested.
Yes magnets are used in many applications in the real world, but aside from your train example and a vague blanket statement, you have no other suggestions for how they might be beneficial to the game. I've limited the proposal to only use redstone in order to keep things simple and limit the number of extraneous additions to the game. Complexity isn't always a good thing and can often get in the way of having fun. I think redstone is a great way of simplifying both "electricity" and "magnets" into a streamlined "game version" of real world systems.
Oh I can think of a number of uses for magnets. This includes a beacon for a new type of compass, but that's for a another thread.
Yes magnets are used in many applications in the real world, but aside from your train example and a vague blanket statement, you have no other suggestions for how they might be beneficial to the game. I've limited the proposal to only use redstone in order to keep things simple and limit the number of extraneous additions to the game. Complexity isn't always a good thing and can often get in the way of having fun. I think redstone is a great way of simplifying both "electricity" and "magnets" into a streamlined "game version" of real world systems.
Oh I can think of a number of uses for magnets. This includes a beacon for a new type of compass, but that's for a another thread.
Ah, fair enough. That means that magnets are still highly theoretical and are not yet practical for use in minecarting. Therefore, in order to keep the proposal realistic, we should stick to solutions that deal with already existing systems such as redstone.
Lol, of course. But I just thought this idea would be more convenient for tracks. Recently found out it wouldn't work though, minecarts are more than 1 block long. I'll give that spiraling idea a try, if I can get enough speed
-No I do not plan on setting him on fire
The only issue you might have with spiraling is that it often takes quite a few carts as boosters. All the iron can really add up if you're building the spiral "legit".
Sir, i always build Legit (The picture in my avatar took 2 weeks of work, sheep do not wander near these parts anymore). Which is one of the reasons I support this thread so much. Sure the booster track costs a nice bit of Iorn. But it saves you a cart and about 8-15 pieces of track, so it more than pays for itself. That, and I like things that look nice. Then again if it made like, 4 booster tracks that would be uber nice. The logic is there. Use 6 Iron to make 16 normal tracks. Or use 6 Iron, plus redstone to make 4 powered tracks.
(*Edit: I'm never going to post again O.O)
-No I do not plan on setting him on fire
Lol, I can't say the same for myself. I used to play 100% vanilla for a long time, but eventually my construction ambitions greatly outweighed my patience for gathering materials. I found that I had the most fun when designing and building stuff and not so much when resource gathering and during day-to-day survival. That's when I turned to various inventory editors and I've hardly looked back. I completely respect and understand others who'd prefer to play within the limits of the vanilla game (and I still do occasionally) but for the most part, I feel I've discovered my personal "ideal play style".
That aside, I've been making an effort to make this proposal as balanced as possible for vanilla/legit Minecraft play. I agree that one "craft" of a special track piece should yield more than just a single booster or full-stop, but I've yet to settle on the ideal number for the right balance of cost versus benefit. Four track pieces per craft seems like a nice balance. I'd like to hear what others say about it before I add it to the proposal though. For the record, I'm leaning towards harder-to-obtain over easier because I view boosters as a special, "high level tech" that gives a lot of benefit with no cost aside from the initial construction.
(Also, I don't understand why you say you won't post again.)
I had just hit post 42 and liked the title, but I shant be silenced over such a thing. Besides, i took a screenshot XD
The "ideal play style" is exactly what I'm all about. Minecraft is so basic its limitless, and you can customize exactly how you play. From what you do, to what you see... its all up to you. And that's why I fell in love with the game. Not cuz of big fan bases, or promises of greater things to come, or exploding bush monsters, but because of what minecraft teaches us.
And just, at the end of the day, have fun, the way you want to have fun. Build a cyndaquil from cloth wood and sand, Shoot some creepers with an ak47, Make an 80 foot solid gold cock and balls! Who cares? XD Just go mine something, then go craft something.
Wow, got a bit off topic there... but yeah... So... 4 track sounds good eh? I thought so ^^ Go minecarts! Has anyone came in with a proposal to Mod this btw?
-No I do not plan on setting him on fire
also
For those of you still wondering, yes, there is a mod based off of the Minecarts Mk.II proposal in the works. Previously, a player named glitchfinder programmed a fully playable demo with functional booster-brakes, full-stops and detector blocks, but it no longer works as of the February update and I haven't heard from him since. He's also been inactive on the forums. I have sent out an email to glitchfinder asking if he's still interested in the project, but if I don't hear back before next week, I'm prepared to find and recruit new modding collaborators. That being said, if you, or anyone else you know is interested in creating this mod with me please don't hesitate to pm me. Ideally I'd like to create a mod compatible with SMP, perhaps as a bukkit plug-in but I'm well aware of the challenges this might entail.
Let me know what you guys think!
A much better idea would be to simply fill the furnace with coal and click the powered minecart, thus causing it to move indefinitely towards you until you stop it. This would make two things possible: you can send a few carts off without supervision and have a partner receive them, store on collision with a chest, or simply wait at the end of the track. The other amazing feature this would enable is a rideable minecart. With the current system you jump in a cart and click the powered minecart and it rolls away while you're stuck. If powered minecarts had a toggleable on/off state and moved towards the player you would simply have to click once (after loading it with coal) and you would be on your merry way with no need for extra track pieces (though that doesn't imply they wouldn't be optional).
I ask you to please consider this revision as powered minecarts have no room for the player, and a toggleable on/off state would enable unsupervised minecarts. This would make low tech minecart riding possible, but for higher speeds and complicated track systems you would still need the extra track pieces.
I completely agree with your ideas. I honestly haven't thought or worked on the Powered Minecart improvements very much since my priority has been to get the other additions perfected first. I really like your suggestions though! Simple mechanics, easy to understand, and easily integrated with the current system. I'll start on rewriting the proposed Powered Minecart changes right away.
[EDIT] Updated! Check out the updated rules and critique to your heart's content.
+
MineCarts Mk. II
Golden Fleece
Wall Clocks
Fireworks
If we do get magnets, this is how I would make the boots.
This would make things more complex as we use magnets for the boosters and redstone to turn them on and off. Granted, magnets may require a new kind of ore so perhaps they may not spawn on old maps. I don't know how that works. I've only seen one update since buying the game (the bed update).
MineCarts Mk. II
Golden Fleece
Wall Clocks
Fireworks
-No I do not plan on setting him on fire
No its not and there is certian mechanisms which need slower boosts
Yes magnets are used in many applications in the real world, but aside from your train example and a vague blanket statement, you have no other suggestions for how they might be beneficial to the game. I've limited the proposal to only use redstone in order to keep things simple and limit the number of extraneous additions to the game. Complexity isn't always a good thing and can often get in the way of having fun. I think redstone is a great way of simplifying both "electricity" and "magnets" into a streamlined "game version" of real world systems.
To clarify: special track pieces such as Booster-Brakes and Full-Stops cannot turn into ramps nor do they curve. They always remain flat and straight. This is to keep their special functions from interfering with other rail mechanics. In order to push a cart up a hill, you would need several boosters at the bottom to give the cart enough speed to travel up the hill. On really large slopes, you would need to have the slope level out at intervals so you can put additional flat boosters.
Also, Elmach is for the most part, correct. It's currently too complicated to have boosters with adjustable speeds and boosters only activate when powered by redstone which is the opposite of what you suggested.
Oh I can think of a number of uses for magnets. This includes a beacon for a new type of compass, but that's for a another thread.
MineCarts Mk. II
Golden Fleece
Wall Clocks
Fireworks
Ah, fair enough. That means that magnets are still highly theoretical and are not yet practical for use in minecarting. Therefore, in order to keep the proposal realistic, we should stick to solutions that deal with already existing systems such as redstone.
+9001 diamonds
But anyways I've always found the current powered minecarts to be utterly useless as one needs to walk behind it in order to operate it.
BTW your graphics are amazing. The arrows make them intuitive.