Those who use minecarts, you know that they aren't all that good of transportation if they are not developed properly. Though they are good for transport, they are a good time one way, or there is no good way to stop the cart. Without being a redstone engineer, it's hard to get a good way of fast transportation. Therefore, I have some idea for rails, carts, and accessories. (Note, all rails would stack, carts would not, and accessories would stack as listed)
1: Push Start Rail:
This rail when activated by redstone (all conventional ways of activation) will move the cart from a standstill to three blocks forward, which could be enough distance to reach a booster rail.
2: Slowing Rail:
The slowing rail is no ideal, as to truthfully slow the minecart this rail would possibly require a physics engine tweak, but depending on the block movement rate per second, the speed rail could slow this down by a predetermined or player-set number. Unlike deactivated boost rails, these rails would slow down the minecart instead of bringing it to a complete stop.
3: Split Rail:
The split rail would allow a minecarter to go down a different path if chosen. Understandably, a slower rail can be used to allow the player to flip a switch before the split rail is reached, or a detector rail in direct contact with it could flip it to a semi permanent state until activated again.
4: Bump Rail:
This rail once hit would "bump" the player and cart up a little, this could be used with a specific transparent block on which a rail could be placed, so when activated the player could change levels quickly without a gradient thus slowing the cart down. When bumped, a Push Start Rail could be placed on the transparent block to start the cart again.
5: Drop Rail:
Drop rails would be the polo the the Bump Rails Marco, it would allow you to drop straight down without taking damage so long as you stay within the minecart for the drop.
6: Light Rail:
A permanent rail that remains alight, through glowstone or torch, or whatever source would be predetermined. This would allow players to make sure that they won't get a nasty hissing surprise when traversing their railways. The rails would not need to be activated by redstone, but could be turned off by it. (Why someone would not just make a normal rail I do not know.)
7: Hanging Rail:
The Hanging rail would allow players to not need to have an underlying block for the rail to be placed, it can be placed on the ceiling. Either this rail would need to be expensive to make, or there would have to be a length limit, such as after 3 hanging rails in a row, one would fall or break. These rails would technically be considered transparent, a player could not traverse them without aid of minecart.
8: Electricart:
This would be a cart that would allow the player to completely remove detector rails completely, any redstone circuit or activated item that comes in contact with one of it's four cardinal adjacent squares would be activated. This would allow a player to not have to slow down to flip switches, and would also allow for the player to not have to add redstone to activate booster and other redstone rails.
9: Invincicart:
A cart that protects players when riding in them, however it is powered by fuel and consumes it steadily. The cart could move slower than normal, or same speed to compensate for fuel consumption. When riding inside, the player could not be derailed aside from the absence of rails, the player could not be hurt by arrows, physical attacks, and would not trigger a creeper's explosion.
10: CTW Rail:
A CTW Rail, or clear the way rail, would when in motion damage all things on it's path in front and behind it two blocks ahead, though it would not be able to mine through any blocks, and anything hit would slow the cart down slightly.
RAILWAY ACCESSORIES:
1: Stopping Blocks:
These blocks would be a straight standing, and be a half block, these would stop a minecart in it's tracks. They would be free standing at the placement, and would be easily breakable via pickaxe. Would stack.
2: Fuel- Oil:
Understandably, this might have been though of before, but I will most likely re-examine it as fuel. It could be used specifically for the invincicart, and would have a burn duration some time between wood and coal. This resource could be harvested from squids, and would drop one to two items. Would stack.
3: Cart Boosters:
These would be constructed, and would permanently increase the carts maximum speed. Obvious uses are on things such as the invincicart to compensate for the speed decrease. Only one application would be allowed to be applied per cart. Stacks in 2.
Tell me what you think, have a nice day, and have fun :biggrin.gif:
Those who use minecarts, you know that they aren't all that good of transportation if they are not developed properly. Though they are good for transport, they are a good time one way, or there is no good way to stop the cart. Without being a redstone engineer, it's hard to get a good way of fast transportation. Therefore, I have some idea for rails, carts, and accessories. (Note, all rails would stack, carts would not, and accessories would stack as listed)
1: Push Start Rail:
This rail when activated by redstone (all conventional ways of activation) will move the cart from a standstill to three blocks forward, which could be enough distance to reach a booster rail.
Use activated powered tracks.
2: Slowing Rail:
The slowing rail is no ideal, as to truthfully slow the minecart this rail would possibly require a physics engine tweak, but depending on the block movement rate per second, the speed rail could slow this down by a predetermined or player-set number. Unlike deactivated boost rails, these rails would slow down the minecart instead of bringing it to a complete stop.
Hills can slow down minecarts.
3: Split Rail:
The split rail would allow a minecarter to go down a different path if chosen. Understandably, a slower rail can be used to allow the player to flip a switch before the split rail is reached, or a detector rail in direct contact with it could flip it to a semi permanent state until activated again.
If a normal track can decide between two possible connections, activating/deactivating said track with redstone will cause it to switch.
4: Bump Rail:
This rail once hit would "bump" the player and cart up a little, this could be used with a specific transparent block on which a rail could be placed, so when activated the player could change levels quickly without a gradient thus slowing the cart down. When bumped, a Push Start Rail could be placed on the transparent block to start the cart again.
I assume you mean to go up a hill without losing speed. Use activated powered tracks.
5: Drop Rail:
Drop rails would be the polo the the Bump Rails Marco, it would allow you to drop straight down without taking damage so long as you stay within the minecart for the drop.
Just drop normally.
6: Light Rail:
A permanent rail that remains alight, through glowstone or torch, or whatever source would be predetermined. This would allow players to make sure that they won't get a nasty hissing surprise when traversing their railways. The rails would not need to be activated by redstone, but could be turned off by it. (Why someone would not just make a normal rail I do not know.)
Just put torches next to tracks?
7: Hanging Rail:
The Hanging rail would allow players to not need to have an underlying block for the rail to be placed, it can be placed on the ceiling. Either this rail would need to be expensive to make, or there would have to be a length limit, such as after 3 hanging rails in a row, one would fall or break. These rails would technically be considered transparent, a player could not traverse them without aid of minecart.
How do you expect a minecart to attach to the ceiling? It's nothing more than a box with wheels. Just use normal, floor-mounted tracks.
8: Electricart:
This would be a cart that would allow the player to completely remove detector rails completely, any redstone circuit or activated item that comes in contact with one of it's four cardinal adjacent squares would be activated. This would allow a player to not have to slow down to flip switches, and would also allow for the player to not have to add redstone to activate booster and other redstone rails.
There's absolutely no point to this thanks to detector tracks. Oh, you're trying to get rid of detector tracks. No.
9: Invincicart:
A cart that protects players when riding in them, however it is powered by fuel and consumes it steadily. The cart could move slower than normal, or same speed to compensate for fuel consumption. When riding inside, the player could not be derailed aside from the absence of rails, the player could not be hurt by arrows, physical attacks, and would not trigger a creeper's explosion.
How about no. Overpowered much? One could just sit in a completely still invincicart and slaughter mobs.
10: CTW Rail:
A CTW Rail, or clear the way rail, would when in motion damage all things on it's path in front and behind it two blocks ahead, though it would not be able to mine through any blocks, and anything hit would slow the cart down slightly.
What? I don't... Are you just lazy?
RAILWAY ACCESSORIES:
1: Stopping Blocks:
These blocks would be a straight standing, and be a half block, these would stop a minecart in it's tracks. They would be free standing at the placement, and would be easily breakable via pickaxe. Would stack.
Deactivated powered tracks will stop a minecart. Or even just a half-block. Which can stack and is easily breakable via pickaxe.
2: Fuel- Oil:
Understandably, this might have been though of before, but I will most likely re-examine it as fuel. It could be used specifically for the invincicart, and would have a burn duration some time between wood and coal. This resource could be harvested from squids, and would drop one to two items. Would stack.
I already said no to invincicart so I'm saying no to this.
3: Cart Boosters:
These would be constructed, and would permanently increase the carts maximum speed. Obvious uses are on things such as the invincicart to compensate for the speed decrease. Only one application would be allowed to be applied per cart. Stacks in 2.
What for? Minecarts go fast enough as-is.
Tell me what you think, have a nice day, and have fun :biggrin.gif:
1: Push Start Rail:
This rail when activated by redstone (all conventional ways of activation) will move the cart from a standstill to three blocks forward, which could be enough distance to reach a booster rail.
2: Slowing Rail:
The slowing rail is no ideal, as to truthfully slow the minecart this rail would possibly require a physics engine tweak, but depending on the block movement rate per second, the speed rail could slow this down by a predetermined or player-set number. Unlike deactivated boost rails, these rails would slow down the minecart instead of bringing it to a complete stop.
3: Split Rail:
The split rail would allow a minecarter to go down a different path if chosen. Understandably, a slower rail can be used to allow the player to flip a switch before the split rail is reached, or a detector rail in direct contact with it could flip it to a semi permanent state until activated again.
4: Bump Rail:
This rail once hit would "bump" the player and cart up a little, this could be used with a specific transparent block on which a rail could be placed, so when activated the player could change levels quickly without a gradient thus slowing the cart down. When bumped, a Push Start Rail could be placed on the transparent block to start the cart again.
5: Drop Rail:
Drop rails would be the polo the the Bump Rails Marco, it would allow you to drop straight down without taking damage so long as you stay within the minecart for the drop.
6: Light Rail:
A permanent rail that remains alight, through glowstone or torch, or whatever source would be predetermined. This would allow players to make sure that they won't get a nasty hissing surprise when traversing their railways. The rails would not need to be activated by redstone, but could be turned off by it. (Why someone would not just make a normal rail I do not know.)
7: Hanging Rail:
The Hanging rail would allow players to not need to have an underlying block for the rail to be placed, it can be placed on the ceiling. Either this rail would need to be expensive to make, or there would have to be a length limit, such as after 3 hanging rails in a row, one would fall or break. These rails would technically be considered transparent, a player could not traverse them without aid of minecart.
8: Electricart:
This would be a cart that would allow the player to completely remove detector rails completely, any redstone circuit or activated item that comes in contact with one of it's four cardinal adjacent squares would be activated. This would allow a player to not have to slow down to flip switches, and would also allow for the player to not have to add redstone to activate booster and other redstone rails.
9: Invincicart:
A cart that protects players when riding in them, however it is powered by fuel and consumes it steadily. The cart could move slower than normal, or same speed to compensate for fuel consumption. When riding inside, the player could not be derailed aside from the absence of rails, the player could not be hurt by arrows, physical attacks, and would not trigger a creeper's explosion.
10: CTW Rail:
A CTW Rail, or clear the way rail, would when in motion damage all things on it's path in front and behind it two blocks ahead, though it would not be able to mine through any blocks, and anything hit would slow the cart down slightly.
RAILWAY ACCESSORIES:
1: Stopping Blocks:
These blocks would be a straight standing, and be a half block, these would stop a minecart in it's tracks. They would be free standing at the placement, and would be easily breakable via pickaxe. Would stack.
2: Fuel- Oil:
Understandably, this might have been though of before, but I will most likely re-examine it as fuel. It could be used specifically for the invincicart, and would have a burn duration some time between wood and coal. This resource could be harvested from squids, and would drop one to two items. Would stack.
3: Cart Boosters:
These would be constructed, and would permanently increase the carts maximum speed. Obvious uses are on things such as the invincicart to compensate for the speed decrease. Only one application would be allowed to be applied per cart. Stacks in 2.
Tell me what you think, have a nice day, and have fun :biggrin.gif:
And tell us how to craft.