I'm sure this has been said before but whatever. If the game wants us using railways, minecarts with appliances, and TNT, it needs to make them much cheaper.
If you're suggesting higher material return for mine carts and tracks because the cost makes them too costly to be efficient, you won't change it like that. The material cost isn't the only reason they aren't efficient. Nether travel, horse travel, and elytra existing sort of leave no room for them to be efficient. You still need the time investment of terraforming the terrain to accommodate long distance rail networks, so they still won't compete in a world where those other things exist.
If you're suggesting higher material return for mine carts and tracks because the cost makes them too costly to be efficient, you won't change it like that. The material cost isn't the only reason they aren't efficient. Nether travel, horse travel, and elytra existing sort of leave no room for them to be efficient. You still need the time investment of terraforming the terrain to accommodate long distance rail networks, so they still won't compete in a world where those other things exist.
Except you can just jump in a minecart and automatically get to wherever you need to go, which is why I use them; for comparison, you must control elytra and horses (which may also need terraforming, especially if terrain in 1.18 is as extreme as I've heard, my own modded worlds are likely just as bad), and either potentially exposes you to mobs and other hazards. Nether travel is also not a replacement but an accessory, requiring only 1/8 the length of track to effectively travel the same distance, same for any other means of travel (it can make the distance short enough to be easily covered by walking but generally newer versions require more traveling to get around).
All you need for a safe minecart system is a 1x2 tunnel just below sea level, which also gives bonus iron (prior to 1.18 anyway, unless you go much deeper), which is so common anyway that a fraction of a percent of what I mine is needed (in another thread I calculated I could make a railway more than a million blocks long, when I've actually only laid about 8,500 blocks of track, all of which came from mineshafts, themselves enough for over 60,000 blocks, and they are only about half as common as in vanilla 1.6.4, with 1.7 reducing them by about 2/3, still plenty. Also, any issues with obtaining iron in 1.18 is Mojang's fault).
Sure, they have their unique advantages. I wasn't saying they don't though.
I was just saying that they aren't as broadly efficient as other methods, nor will they be even if you reduce the material cost, since I was thinking the suggestion may have been coming from a place that they would be if they were cheaper.
Which is why I suggested the addition of Sulfur ore, but sulfur could be given more applications than just making explosives.
I do agree that TNT does need to be made more appealing for players though.
Imagine if we got another cave update, and some of the newer caves were toxic cave biomes that had sulfur in them,
then it would be safer to mine them using explosives, as staying in them too long would likely lead to suffocation or death from hydrogen sulfide toxicity and you would need explosives to safely mine the area to extract the materials and to stop more hydrogen sulfide from being formed.
Since these blocks would follow the rules of Minecraft, there's no reason to believe why the toxic gases would remain present for very long
when the source of it has been taken away. And if you were outside before the explosion happened, you should survive. I'd add that it this mechanic ought to reward the player with a lot of sulfur and other ores except the rarest of them, being diamond, emerald and gold which would generate at normal rates.
I Agree that there should be some way to craft "Gunpowder"
I've always wondered if it was the intention of Notch to add Guns to Minecraft?
the name "Gunpowder" Is a term used for the practical use of "Black Powder" as a blasting agent... Technically you should be able to craft "Gunpowder" with: Charcoal.
And "Gunpowder should really be called "Black Powder" in the Minecraft universe perhaps?
The game's rules have always been a bit separate from real life logic, in order to force balance such as giving creepers a purpose to be killed without exploding.
I Agree that there should be some way to craft "Gunpowder"
I've always wondered if it was the intention of Notch to add Guns to Minecraft?
the name "Gunpowder" Is a term used for the practical use of "Black Powder" as a blasting agent... Technically you should be able to craft "Gunpowder" with: Charcoal.
And "Gunpowder should really be called "Black Powder" in the Minecraft universe perhaps?
If that ever happens we may end up seeing it in an industrial revolution update or something like that, but I doubt it, Mojang have made it clear they don't want modern warfare in their game.
Would be cool though, guns and likewise cannons using gunpowder.
It's also disappointing that we can't craft and use locomotive steam trains with carts that carry double chests in them with carts for multiple passengers each. I doubt this exists without a mod which would be made by other people, not Mojang.
Just seems strange to add gunpowder in the game when we can't even use it for cannons and six shooters, not all explosives used gunpowder either,
Even if they were to be found a purpose in the game, the aforementioned opinion of Mojang means it'll likely never happen.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2014
Posts:
138
Member Details
I tihnk TNT would be much more practical if sand was reasonably renewable and mob spawning wasn't so rare. In my experience modding the game, you have to almost triple the mob cap (70 to 200) to get decent spawns for creepers similarly to back in Beta.
That said, I think an ore makes little sense: gunpowder is a fairly precise mix of substances, including charcoal. I can imagine an analogous compound being formed by plants (at least, that's my headcanon on what Minecraft gunpowder actually is), considering nitrocellulose is a major component of modern smokeless powder. Moreover, that'd make it a non-renewable source of gunpowder and, as such, would only delay the problem in a way that, say, making Creepers more common, ingreasing their gunpowder drops, or adding a new Villager profession centered around explosives wouldn't.
As for guns... I wrote a suggestion on a gun. IMO, there's a niche a gun can fill, but there shouldn't be more than one or two types at most, and NPCs definitely should also be able to get them.
I tihnk TNT would be much more practical if sand was reasonably renewable and mob spawning wasn't so rare. In my experience modding the game, you have to almost triple the mob cap (70 to 200) to get decent spawns for creepers similarly to back in Beta.
That said, I think an ore makes little sense: gunpowder is a fairly precise mix of substances, including charcoal. I can imagine an analogous compound being formed by plants (at least, that's my headcanon on what Minecraft gunpowder actually is), considering nitrocellulose is a major component of modern smokeless powder. Moreover, that'd make it a non-renewable source of gunpowder and, as such, would only delay the problem in a way that, say, making Creepers more common, ingreasing their gunpowder drops, or adding a new Villager profession centered around explosives wouldn't.
As for guns... I wrote a suggestion on a gun. IMO, there's a niche a gun can fill, but there shouldn't be more than one or two types at most, and NPCs definitely should also be able to get them.
Maybe there should be creeper-growing plants/ larval creepers that you can kill to get gunpowder from.
Mods + combat update is as far as we're getting. Shooting a creeper or skelly would be nice.
The game could've been so much more if some of those mods became vanilla features.
Cannons being added to the game being powered by gunpowder could be used as weapons and they could've been used to launch players into the sky cartoon style, allowing players to gain high altitudes to use for the elytra without fireworks, tridents or blocks.
Six shooter hand guns while they would pack a punch in terms of damage output, they can be given limitations to keep bows and other ranged weapons being useful. Bullets would not be compatible with tipped potions, making applying status effect impossible, additionally you won't get any of the benefits an enchanted trident would get you like Channeling.
A handguns main advantage is the projectiles would be faster than the arrows,
and their other benefit is they wouldn't wear out for convenience reasons, although they'd still need ammo.
While players wouldn't start out with these items, they could work their way up a sort of technology tree so that they can make more advanced weaponry or machinery, up unto a point, but not air planes or submarines.
But seeing as the game has Mesa biomes including the badlands, don't you think it would be cool to give it a wild west theme?
Mojang could stop at that in terms of how far technology can go in the game and just keep adding features that make the game more fun for people and/or apply bug fixes.
The game could've been so much more if some of those mods became vanilla features.
Cannons being added to the game being powered by gunpowder could be used as weapons and they could've been used to launch players into the sky cartoon style, allowing players to gain high altitudes to use for the elytra without fireworks, tridents or blocks.
Six shooter hand guns while they would pack a punch in terms of damage output, they can be given limitations to keep bows and other ranged weapons being useful. Bullets would not be compatible with tipped potions, making applying status effect impossible, additionally you won't get any of the benefits an enchanted trident would get you like Channeling.
A handguns main advantage is the projectiles would be faster than the arrows,
and their other benefit is they wouldn't wear out for convenience reasons, although they'd still need ammo.
While players wouldn't start out with these items, they could work their way up a sort of technology tree so that they can make more advanced weaponry or machinery, up unto a point, but not air planes or submarines.
But seeing as the game has Mesa biomes including the badlands, don't you think it would be cool to give it a wild west theme?
Mojang could stop at that in terms of how far technology can go in the game and just keep adding features that make the game more fun for people and/or apply bug fixes.
I feel like staying in the classic era of tech is part of the charm, but I wouldn't mind more variety anyhow. And maybe making tridents easier to get on java.
I feel like staying in the classic era of tech is part of the charm, but I wouldn't mind more variety anyhow. And maybe making tridents easier to get on java.
Gunpowder could do with some more recipes too, I do agree that content parity with Java and bedrock edition leaves a lot of unanswered questions as Mojang do not appear to be very vocal in how they would deal with this one, I don't just worry about how tridents would be handled, but how everything else would be, would we still have light pass through half slabs in BE if content parity were to advance more? that one is difficult to answer at this time, but it would inconvenience a lot of players if their builds were to be multi griefed as a result of a nerf to half slab mechanics, which is possible.
But the issue at hand is gunpowder, which is the topic of discussion, it would be great to have sulfur ores as a means to craft gunpowder, allowing for a much better and engaging mining system in the game, but I feel more uses for gunpowder are necessary to make it worth using more often and crafting.
TNT does suck in this game and it serves mainly for making it easier for players to grief on anarchy servers or even disrespecting the rules of non anarchy ones, it's also too risky to use for mining for most people which is why pickaxe is generally the preferred option, the simple fact is people do not like losing their resources, and if TNT were to have their destructive power changed so that only the blocks containing the materials were destroyed, not the diamonds or other gemstones or metals like gold and copper, then it would make TNT an attractive alternative to pickaxes, even if the materials could not be fortuned with TNT.
TNT also has another disadvantage which most players dislike and that's it can kill you, it makes sense that it can, but the problem with TNT is it's difficult to control or predict where the explosion will be focused, sometimes TNT blocks fly off toward you or toward places you don't want them to, their physics make them an issue more than anything. I am not saying beds are safe to use in the Nether as far as mining goes, they are most certainly not, in fact their explosive power could lead to death even with heavily enchanted gear with Protection IV/Blast Protection IV enchants if players weren't careful, but the reason beds are preferred is usually both their explosive power, easier to control, and more importantly, they're cheap.
On java, TNT no longer destroys resources mined. There is an on off switch for this.
All I can find is that since 1.14 blocks destroyed by TNT have a 100% drop rate; however, dropped items themselves are not immune to explosions (with the exception of nether stars), meaning you must detonate them one at a time and pick up all the items between each one:
However, dragon eggs, beacons, conduits, heads and shulker boxes always drop from explosions, though the items may be destroyed by subsequent explosions. In addition, in Java Edition, explosions from TNT and minecarts with TNT cause a 100% drop rate. https://minecraft.fandom.com/wiki/Explosion#Dropping_blocks
All I can find is that since 1.14 blocks destroyed by TNT have a 100% drop rate; however, dropped items themselves are not immune to explosions (with the exception of nether stars), meaning you must detonate them one at a time and pick up all the items between each one:
Is that not how one is normally supposed to TNT mine? What are you two doing, blowing up 10 at once? Bruh. It's a procedural process, you TNT a 3x3x3, mine any ores you find, repeat, that's why it's so slow and inefficient. If you blow up all the TNT at once you blow up a bigger area but make more waste and mess, costs time and tools to fix the hole and just not worth the extra volume in the overworld. Maybe in the nether but then there's lava.
Look at how mineshafts are in the game, 3x3x3 cubes with ceiling corners sunk in due to TNT not clearing out corners sometimes (the floor ones are mined I guess). That's how we're implicitly told to use TNT, and I think it's terrible, but so is any way I can think of so we should at least have it for cheap.
(Yes, TNT in minecarts is also bad, you use up a whole 5 iron on sending it a distance, bruh, at least the rails stay up).
Is that not how one is normally supposed to TNT mine? What are you two doing, blowing up 10 at once? Bruh. It's a procedural process, you TNT a 3x3x3, mine any ores you find, repeat, that's why it's so slow and inefficient. If you blow up all the TNT at once you blow up a bigger area but make more waste and mess, costs time and tools to fix the hole and just not worth the extra volume in the overworld. Maybe in the nether but then there's lava.
Look at how mineshafts are in the game, 3x3x3 cubes with ceiling corners sunk in due to TNT not clearing out corners sometimes (the floor ones are mined I guess). That's how we're implicitly told to use TNT, and I think it's terrible, but so is any way I can think of so we should at least have it for cheap.
(Yes, TNT in minecarts is also bad, you use up a whole 5 iron on sending it a distance, bruh, at least the rails stay up).
TNT minecarts have always sucked, if there is anything in the game that is known for being a major resource sink I would imagine this one being in the top 5. While one minecart in TNT doesn't cost much iron, on multiple mining expeditions it gets costly quick.
13 destroyed minecarts as a result of the TNT detonation that means we wasted 2 anvils worth of iron, resources we are never getting back.
In fact, they can no longer be recovered. A real waste.
Not only that, minecarts with chests, which I use as a source of free minecarts and make mineshafts more valuable as a result (I suppose next they will remove the rails from mineshafts, after all, saving all that iron is too overpowered), yet Mojang decided, no, you aren't going to separate them, as if it was intentional (fortunately, you can bypass this with a datapack but some would claim it is "cheating" because it is a mod or goes against Mojang's wishes, even if it used to work like that).
Even worse, somebody actually thought that the old behavior was a bug because it was inconsistent with the behavior of boats with chests, a very recent addition and the original behavior should have taken priority, not the other way around (I was expecting to find the opposite, a report about the new behavior being a bug):
Not only that, minecarts with chests, which I use as a source of free minecarts and make mineshafts more valuable as a result (I suppose next they will remove the rails from mineshafts, after all, saving all that iron is too overpowered), yet Mojang decided, no, you aren't going to separate them, as if it was intentional (fortunately, you can bypass this with a datapack but some would claim it is "cheating" because it is a mod or goes against Mojang's wishes, even if it used to work like that).
Even worse, somebody actually thought that the old behavior was a bug because it was inconsistent with the behavior of boats with chests, a very recent addition and the original behavior should have taken priority, not the other way around (I was expecting to find the opposite, a report about the new behavior being a bug):
Yeah, seriously, who thought that was a bad thing? Making things non-uncraftable is annoying. It's not a big deal to stick the chest back on the cart in your 2x2 hand table. Either way any items inside spill out because a chest-in-vehicle isn't a shulker box/bundle, so why make it more painful? Consistency? To make sure you regret your choices if you make more TNTcarts than you need?
I'm sure this has been said before but whatever. If the game wants us using railways, minecarts with appliances, and TNT, it needs to make them much cheaper.
What's wrong with TNT?
Mine carts and tracks seem mostly fine to me too.
If you're suggesting higher material return for mine carts and tracks because the cost makes them too costly to be efficient, you won't change it like that. The material cost isn't the only reason they aren't efficient. Nether travel, horse travel, and elytra existing sort of leave no room for them to be efficient. You still need the time investment of terraforming the terrain to accommodate long distance rail networks, so they still won't compete in a world where those other things exist.
Except you can just jump in a minecart and automatically get to wherever you need to go, which is why I use them; for comparison, you must control elytra and horses (which may also need terraforming, especially if terrain in 1.18 is as extreme as I've heard, my own modded worlds are likely just as bad), and either potentially exposes you to mobs and other hazards. Nether travel is also not a replacement but an accessory, requiring only 1/8 the length of track to effectively travel the same distance, same for any other means of travel (it can make the distance short enough to be easily covered by walking but generally newer versions require more traveling to get around).
All you need for a safe minecart system is a 1x2 tunnel just below sea level, which also gives bonus iron (prior to 1.18 anyway, unless you go much deeper), which is so common anyway that a fraction of a percent of what I mine is needed (in another thread I calculated I could make a railway more than a million blocks long, when I've actually only laid about 8,500 blocks of track, all of which came from mineshafts, themselves enough for over 60,000 blocks, and they are only about half as common as in vanilla 1.6.4, with 1.7 reducing them by about 2/3, still plenty. Also, any issues with obtaining iron in 1.18 is Mojang's fault).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Sure, they have their unique advantages. I wasn't saying they don't though.
I was just saying that they aren't as broadly efficient as other methods, nor will they be even if you reduce the material cost, since I was thinking the suggestion may have been coming from a place that they would be if they were cheaper.
Which is why I suggested the addition of Sulfur ore, but sulfur could be given more applications than just making explosives.
I do agree that TNT does need to be made more appealing for players though.
Imagine if we got another cave update, and some of the newer caves were toxic cave biomes that had sulfur in them,
then it would be safer to mine them using explosives, as staying in them too long would likely lead to suffocation or death from hydrogen sulfide toxicity and you would need explosives to safely mine the area to extract the materials and to stop more hydrogen sulfide from being formed.
Since these blocks would follow the rules of Minecraft, there's no reason to believe why the toxic gases would remain present for very long
when the source of it has been taken away. And if you were outside before the explosion happened, you should survive. I'd add that it this mechanic ought to reward the player with a lot of sulfur and other ores except the rarest of them, being diamond, emerald and gold which would generate at normal rates.
The game's rules have always been a bit separate from real life logic, in order to force balance such as giving creepers a purpose to be killed without exploding.
If that ever happens we may end up seeing it in an industrial revolution update or something like that, but I doubt it, Mojang have made it clear they don't want modern warfare in their game.
Would be cool though, guns and likewise cannons using gunpowder.
It's also disappointing that we can't craft and use locomotive steam trains with carts that carry double chests in them with carts for multiple passengers each. I doubt this exists without a mod which would be made by other people, not Mojang.
Just seems strange to add gunpowder in the game when we can't even use it for cannons and six shooters, not all explosives used gunpowder either,
Even if they were to be found a purpose in the game, the aforementioned opinion of Mojang means it'll likely never happen.
Mods + combat update is as far as we're getting. Shooting a creeper or skelly would be nice.
I tihnk TNT would be much more practical if sand was reasonably renewable and mob spawning wasn't so rare. In my experience modding the game, you have to almost triple the mob cap (70 to 200) to get decent spawns for creepers similarly to back in Beta.
That said, I think an ore makes little sense: gunpowder is a fairly precise mix of substances, including charcoal. I can imagine an analogous compound being formed by plants (at least, that's my headcanon on what Minecraft gunpowder actually is), considering nitrocellulose is a major component of modern smokeless powder. Moreover, that'd make it a non-renewable source of gunpowder and, as such, would only delay the problem in a way that, say, making Creepers more common, ingreasing their gunpowder drops, or adding a new Villager profession centered around explosives wouldn't.
As for guns... I wrote a suggestion on a gun. IMO, there's a niche a gun can fill, but there shouldn't be more than one or two types at most, and NPCs definitely should also be able to get them.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
Maybe there should be creeper-growing plants/ larval creepers that you can kill to get gunpowder from.
The game could've been so much more if some of those mods became vanilla features.
Cannons being added to the game being powered by gunpowder could be used as weapons and they could've been used to launch players into the sky cartoon style, allowing players to gain high altitudes to use for the elytra without fireworks, tridents or blocks.
Six shooter hand guns while they would pack a punch in terms of damage output, they can be given limitations to keep bows and other ranged weapons being useful. Bullets would not be compatible with tipped potions, making applying status effect impossible, additionally you won't get any of the benefits an enchanted trident would get you like Channeling.
A handguns main advantage is the projectiles would be faster than the arrows,
and their other benefit is they wouldn't wear out for convenience reasons, although they'd still need ammo.
While players wouldn't start out with these items, they could work their way up a sort of technology tree so that they can make more advanced weaponry or machinery, up unto a point, but not air planes or submarines.
But seeing as the game has Mesa biomes including the badlands, don't you think it would be cool to give it a wild west theme?
Mojang could stop at that in terms of how far technology can go in the game and just keep adding features that make the game more fun for people and/or apply bug fixes.
I feel like staying in the classic era of tech is part of the charm, but I wouldn't mind more variety anyhow. And maybe making tridents easier to get on java.
Gunpowder could do with some more recipes too, I do agree that content parity with Java and bedrock edition leaves a lot of unanswered questions as Mojang do not appear to be very vocal in how they would deal with this one, I don't just worry about how tridents would be handled, but how everything else would be, would we still have light pass through half slabs in BE if content parity were to advance more? that one is difficult to answer at this time, but it would inconvenience a lot of players if their builds were to be multi griefed as a result of a nerf to half slab mechanics, which is possible.
But the issue at hand is gunpowder, which is the topic of discussion, it would be great to have sulfur ores as a means to craft gunpowder, allowing for a much better and engaging mining system in the game, but I feel more uses for gunpowder are necessary to make it worth using more often and crafting.
TNT does suck in this game and it serves mainly for making it easier for players to grief on anarchy servers or even disrespecting the rules of non anarchy ones, it's also too risky to use for mining for most people which is why pickaxe is generally the preferred option, the simple fact is people do not like losing their resources, and if TNT were to have their destructive power changed so that only the blocks containing the materials were destroyed, not the diamonds or other gemstones or metals like gold and copper, then it would make TNT an attractive alternative to pickaxes, even if the materials could not be fortuned with TNT.
TNT also has another disadvantage which most players dislike and that's it can kill you, it makes sense that it can, but the problem with TNT is it's difficult to control or predict where the explosion will be focused, sometimes TNT blocks fly off toward you or toward places you don't want them to, their physics make them an issue more than anything. I am not saying beds are safe to use in the Nether as far as mining goes, they are most certainly not, in fact their explosive power could lead to death even with heavily enchanted gear with Protection IV/Blast Protection IV enchants if players weren't careful, but the reason beds are preferred is usually both their explosive power, easier to control, and more importantly, they're cheap.
On java, TNT no longer destroys resources mined. There is an on off switch for this.
Also beds require direct touch, TNT can be placed and then shelved behind a block of cobble (if lit), redstone, or cobble and switch.
The main issue is farming creepers is tedious.
All I can find is that since 1.14 blocks destroyed by TNT have a 100% drop rate; however, dropped items themselves are not immune to explosions (with the exception of nether stars), meaning you must detonate them one at a time and pick up all the items between each one:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Is that not how one is normally supposed to TNT mine? What are you two doing, blowing up 10 at once? Bruh. It's a procedural process, you TNT a 3x3x3, mine any ores you find, repeat, that's why it's so slow and inefficient. If you blow up all the TNT at once you blow up a bigger area but make more waste and mess, costs time and tools to fix the hole and just not worth the extra volume in the overworld. Maybe in the nether but then there's lava.
Look at how mineshafts are in the game, 3x3x3 cubes with ceiling corners sunk in due to TNT not clearing out corners sometimes (the floor ones are mined I guess). That's how we're implicitly told to use TNT, and I think it's terrible, but so is any way I can think of so we should at least have it for cheap.
(Yes, TNT in minecarts is also bad, you use up a whole 5 iron on sending it a distance, bruh, at least the rails stay up).
TNT minecarts have always sucked, if there is anything in the game that is known for being a major resource sink I would imagine this one being in the top 5. While one minecart in TNT doesn't cost much iron, on multiple mining expeditions it gets costly quick.
13 destroyed minecarts as a result of the TNT detonation that means we wasted 2 anvils worth of iron, resources we are never getting back.
In fact, they can no longer be recovered. A real waste.
Build your world
Not only that, minecarts with chests, which I use as a source of free minecarts and make mineshafts more valuable as a result (I suppose next they will remove the rails from mineshafts, after all, saving all that iron is too overpowered), yet Mojang decided, no, you aren't going to separate them, as if it was intentional (fortunately, you can bypass this with a datapack but some would claim it is "cheating" because it is a mod or goes against Mojang's wishes, even if it used to work like that).
https://modrinth.com/datapack/unpackableminecarts
Even worse, somebody actually thought that the old behavior was a bug because it was inconsistent with the behavior of boats with chests, a very recent addition and the original behavior should have taken priority, not the other way around (I was expecting to find the opposite, a report about the new behavior being a bug):
MC-249493 Breaking a minecart with chest/furnace/TNT/hopper separates the minecart and the block it contains
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Yeah, seriously, who thought that was a bad thing? Making things non-uncraftable is annoying. It's not a big deal to stick the chest back on the cart in your 2x2 hand table. Either way any items inside spill out because a chest-in-vehicle isn't a shulker box/bundle, so why make it more painful? Consistency? To make sure you regret your choices if you make more TNTcarts than you need?
B r u h .
That's just the same thing that Agt said.