Yes, it will do nothing when not powered. Did you even read this?
Does that quote say anything about what happens when the booster is not powered? Does it even say anything specific about what happens when it IS powered? You could easily interpret it as saying boosters accelerate carts when powered and decelerate them when unpowered or any number of other concepts.
I would like to ask you to refrain from inappropriate language (in posts or pictures alike) and to not feed the trolls
Edit: Thank you ^^
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
Would the detectors only have blocks adjacent to it in a 3x3 grid without the corners, or would it be affect bost/full stop tracks vertically above it in a 3x3x3 grid with out the corners?
As of right now, it powers all adjacent blocks but not diagonal ones. This will change in the future though. I discovered that the redstone output method that glitchfinder and I currently have doesn't allow for some of our proposed circuits from working properly so I'm actually in the middle of redoing the mechanics for the detector block.
Quote from AH1684 »
Quote from Zenofire »
-snip-
Yes, but I want more of combined power instead of speed. I think that the speed would be harder to program than the power.
That makes more sense. I'd second this, but as I said before, I wouldn't know how it would be programmed. Minecraft doesn't exactly have the most robust physics engine lol.
Quote from rophl »
I'm not sure if this has already been answered, but will the booster track piece do nothing if it is unpowered? I'm envisioning a system where you can use a full stop piece to halt a cart right on top of a booster piece, then when a player gets in, switch that booster on and launch the player away.
That's exactly the sort of system we're trying to make possible with our proposed additions so to answer your question, yes, the booster-brake track piece will do nothing if unpowered.
Quote from raptor777777 »
I liked the boosters and the cart detectors but please, don't make ideas too complicated!
I'm glad you like it! I'm not sure what idea you find too complicated. I've tried really hard to keep everything simple to understand but if there's something I've missed, I'll try and explain anything you don't understand.
Quote from rophl »
Quote from AH1684 »
Yes, it will do nothing when not powered. Did you even read this?
Does that quote say anything about what happens when the booster is not powered? Does it even say anything specific about what happens when it IS powered? You could easily interpret it as saying boosters accelerate carts when powered and decelerate them when unpowered or any number of other concepts.
I've recently rewritten the booster-brake track piece description, hopefully it'll be more clear. You can check it out here (second half of the post).
I think instead of detector blocks you should have 'pressure tracks', wich would simply be pressure plates on tracks in the crafting area and would operate like pressure plates without derailment. wood for anything, stone for mobs and player like usual.
Edit: Just realised you couldn't be detected while on a boost/stop track this way, your ways better!
I like this and think it should be put in but there is one think that I think should be put in before its done. I think that powered minecarts should also be activated by redstone. Not powered by redstone but activated so you can put fuel in and then can go into your cart without having to run. It would also help with auto cart stations and even cart vending machines because you can press a button then a powered cart will come. If you add this I think it would be ready for minecraft.
Took a look at the link. That's... sorta similar to what we have here but way off. The double arrows seem... imperfect and a tad confusing. Why not just put your booster facing the other way and use right clicking to adjust a speed setting?
Quote from kermitfry »
I think that powered minecarts should also be activated by redstone.
I honestly don't see why people are still on about powered minecarts, to be honest. The just eat up fuel at this point. With the boosters there's no reason for them because the whole system would be completely automatic. If you want a minecart to come at the push of a button just have a Booster in front of a Full Stop, both activated. Then use you're button to deactivate the full stop and you're cart will boost right to ya. No coal needed.
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
In other news, I'm working on sexy new animated gifs and improved descriptions for each part. In the mean time, feel free to twitter Notch or Jeb about Minecarts Mk.II. First person to get a positive reply about the proposal from one of them wins a custom forum banner from me (post proof of response in this thread). ;-)
How does this system handle automatic station works? It seems to me there's no method to automate cart departure. With the booster glitch system, this is normally accomplished by having a self perpetuating minecart system behind a wall which releases a booster cart when a pressure plate is triggered on the main line.
How does this system handle automatic station works? It seems to me there's no method to automate cart departure. With the booster glitch system, this is normally accomplished by having a self perpetuating minecart system behind a wall which releases a booster cart when a pressure plate is triggered on the main line.
To automate cart departure simply put a booster track before a Full stop. For a station that calls carts use a button to deactivate the full stop and off you go, letting it reactivate once you pass in order to catch the next cart. If you wish to stick with your traditional method you may still use pressure plates of course. Just instead of the glitch booster use a much more compact booster wheel (or oval or what have you)
Quote from Ehnonimus »
In other news, I'm working on sexy new animated gifs and improved descriptions for each part.
When you do, can you make an example of a booster before a full stop, then the full stop deactivating and the cart moving on its way? I think people keep missing this concept.
Rollback Post to RevisionRollBack
-Yes he's 100% vanilla minecraft (without the cherry) legit
-No I do not plan on setting him on fire
Ah, Ninja'd! I'll post my answer as well and hopefully together, we'll answer CommandoDude's question better.
Quote from CommandoDude »
How does this system handle automatic station works? It seems to me there's no method to automate cart departure. With the booster glitch system, this is normally accomplished by having a self perpetuating minecart system behind a wall which releases a booster cart when a pressure plate is triggered on the main line.
The booster-brake activates when powered by a redstone charge. You can easily connect a switch, button, or other redstone outlet to power it. When powered, any cart passing over or on the Booster-Brake track piece get launched in the direction the chevrons point. (Chevrons = ">>") This is the most basic method of launching a minecart with the push of a button. Fancier methods include using the Detector Blocks to automatically detect when a player hops in a minecart. This causes the Detector Block to release a redstone charge which activates the booster which then launches the cart from the station. Does this answer your question?
Quote from Zenofire »
Quote from Ehnonimus »
In other news, I'm working on sexy new animated gifs and improved descriptions for each part.
When you do, can you make an example of a booster before a full stop, then the full stop deactivating and the cart moving on its way? I think people keep missing this concept.
Currently, my plan is to make simple descriptions of how each piece works individually (some of which will be hopefully animated gifs), then once that's done, I'll start making descriptions of how the pieces will work when used together, such as in an automated station.
You should add a way to link mine-carts together so they don't get messed up all the time.
Linking minecarts is a tough challenge for both game design and programming that is outside the scope of this proposal. We're trying to keep things simple by sticking with the basics, but we'll probably look into it if we get to doing Minecarts Mk.III.
If I may help, what's complicated about it?
-No I do not plan on setting him on fire
Edit: Thank you ^^
-No I do not plan on setting him on fire
As of right now, it powers all adjacent blocks but not diagonal ones. This will change in the future though. I discovered that the redstone output method that glitchfinder and I currently have doesn't allow for some of our proposed circuits from working properly so I'm actually in the middle of redoing the mechanics for the detector block.
That makes more sense. I'd second this, but as I said before, I wouldn't know how it would be programmed. Minecraft doesn't exactly have the most robust physics engine lol.
That's exactly the sort of system we're trying to make possible with our proposed additions so to answer your question, yes, the booster-brake track piece will do nothing if unpowered.
I'm glad you like it! I'm not sure what idea you find too complicated. I've tried really hard to keep everything simple to understand but if there's something I've missed, I'll try and explain anything you don't understand.
I've recently rewritten the booster-brake track piece description, hopefully it'll be more clear. You can check it out here (second half of the post).
Edit: Just realised you couldn't be detected while on a boost/stop track this way, your ways better!
Took a look at the link. That's... sorta similar to what we have here but way off. The double arrows seem... imperfect and a tad confusing. Why not just put your booster facing the other way and use right clicking to adjust a speed setting?
I honestly don't see why people are still on about powered minecarts, to be honest. The just eat up fuel at this point. With the boosters there's no reason for them because the whole system would be completely automatic. If you want a minecart to come at the push of a button just have a Booster in front of a Full Stop, both activated. Then use you're button to deactivate the full stop and you're cart will boost right to ya. No coal needed.
-No I do not plan on setting him on fire
TWITTER ARMY! ASSEMBLE!
The Black Knight has mustered your troops General Ehnonimus, ready to attack at your command.
To automate cart departure simply put a booster track before a Full stop. For a station that calls carts use a button to deactivate the full stop and off you go, letting it reactivate once you pass in order to catch the next cart. If you wish to stick with your traditional method you may still use pressure plates of course. Just instead of the glitch booster use a much more compact booster wheel (or oval or what have you)
When you do, can you make an example of a booster before a full stop, then the full stop deactivating and the cart moving on its way? I think people keep missing this concept.
-No I do not plan on setting him on fire
The booster-brake activates when powered by a redstone charge. You can easily connect a switch, button, or other redstone outlet to power it. When powered, any cart passing over or on the Booster-Brake track piece get launched in the direction the chevrons point. (Chevrons = ">>") This is the most basic method of launching a minecart with the push of a button. Fancier methods include using the Detector Blocks to automatically detect when a player hops in a minecart. This causes the Detector Block to release a redstone charge which activates the booster which then launches the cart from the station. Does this answer your question?
Currently, my plan is to make simple descriptions of how each piece works individually (some of which will be hopefully animated gifs), then once that's done, I'll start making descriptions of how the pieces will work when used together, such as in an automated station.
Linking minecarts is a tough challenge for both game design and programming that is outside the scope of this proposal. We're trying to keep things simple by sticking with the basics, but we'll probably look into it if we get to doing Minecarts Mk.III.
-No I do not plan on setting him on fire
Or we could fix the collision physics.(Am I using that term right?)