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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from luke2006 »
    Awesome, though the booster and brake track pieces are very pricey. Perhaps each recipe makes 4?
    Actually, in the current mod they do. I should probably change that in the OP.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    DAMMIT! I MISSED THE 1000th POST! lmao. I had secretly been hoping to get that one for a while now.... >_> <_<

    [EDIT] Realized I spammed my own topic so I've added a proper response to make it worth your while. Say NO to spam!

    There's been a lot of responses so I'll be making my replies brief as well.

    @fredklein: When I said "cumbersome" I just meant it used a lot of material and was relatively complex mechanically compared a much simpler pez style booster could do the same job. Still an awesome design though.

    Googolplexbyte: Thanks for your support. It was fun while it lasted...and based on the responses from the others in this thread, perhaps it will continue to last. :wink.gif:

    @Spellchek: Thanks, I worked hard on the banners. Also, due to the brief nature of twitter important details tend to be left out for expediency. Important details such as whether or not Jeb rejected the entire topic or just parts of it. At this point, I think it's still fair to say that his comment is open for interpretation until more details are obtained. Also, Zenofire and fredklein pretty much gave the exact reasons I would have given for each of your grievances on the topic. [Edit] Oh and one more thing, he might have seen and rejected the older version of MC Mk.II that I posted on Get Satisfaction which doesn't accurately reflect the state of the project currently. (Side note to everyone else: We should find out which version he saw.)

    p.s. Based on all your responses, I won't let the topic/project die for now. We shall wait until 1.5 is released to decide the fate of MCMk.II In the meantime, I guess it's full-steam ahead for our little mod (as long as mcmodder_07 is still on board). *blows train whistle* :biggrin.gif:
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*


    Update on the Status of the Project

    So big news is happening and it's happening fast.

    To copy and paste a couple of Jeb's recent tweets:
    (I know a few of you have already posted them, but I'm reposting for posterity)

    Quote from @Jeb_ »
    "Power rails will either push or brake carts, depending on if they are on or not"
    "Detector rail is now at (3, 12) in the texture"
    "I have seen the Minecarts Mk II mod, but it's not what I wanted to do"


    Good News:
    So the good news is we're getting official boosters, brakes, and detectors in the 1.5 update! I'm ridiculously excited for this. The disappointing news is that it's unlikely Jeb will use any of our suggestions from MCMk.II. It's disappointing because of all the work that went into them, but since one of the main goals for MCMk.II was to get Jeb to add official boosters, etc. into the final game we've at least succeeded in that regard.

    New Concerns:
    With this new update also come new concerns. Booster rails and detector rails are both rail blocks so it's unclear whether or not they will be able to affect the same cart simultaneously. One of the main design features of MCMk.II is that due to the block design of the detectors, both detectors and a booster could operate on a single block space at the same time. The booster takes the rail space, the detectors are placed in any adjacent spaces and together they could detect whether a cart is present, detect if it has a rider, and apply boost if needed. I'd like to hear jeb's answers for this question.

    The End of Minecarts Mk.II?
    All that being said, I'm thinking this might be the end of the line for the Minecarts Mk.II project. Our goal was to get boosters, brakes and detectors added to the game and to that end, we've succeeded. It's been a blast to see this project gradually pick up steam and I've enjoyed working along side everyone who participated. We've done a lot of great work developing minecart gameplay and I feel this is a good time to thank everyone for their support, suggestions, ideas and contributions. I've added many of you to the Significant Contributors list but I'm know that there are many of you who I've missed and also deserve recognition. Thank you.

    So, Unless you guys have a good reason for keeping the project active, I'm discontinuing the Minecarts Mk.II project within the next week or so. It's been fun! :-)

    p.s.
    @AH1684, Niiice. It's awesome to see the mod in action.
    @Zenox96, You've officially dubbed a new type of storage method. "The Ripple Storage" cart system.
    @fredklien, Awesome pics! Ripple storage is a bit cumbersome for a cart storage unit (Pez is simpler and more elegant IMO), but it still looks cool and is a great example of what MCMk.II could have been.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from mcmodder_07 »
    I need a new texture for the input side of the stone detector: the current one is lighter than the output side.

    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.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from acasperw »
    Quote from electronicsRules »
    I think this idea is awesome, and a lot better than current booster mechanics.
    However, there are a few things that can be done with boosters which can't be done with the new blocks.

    For example, the "Pez Dispenser" requires the cart stack to be on an empty tile, and therefore a boost block can't be placed under the cart stack. Solutions:

      [*:yns6mm1i]Chests or other blocks as cart dispensers - similar to Minecart Mania
      [*:yns6mm1i]Side or bottom booster blocks

    ......



    I too dont like the 'pez dispenser' method as it is messy.

    Craftbook and Minecart Mania! type dispensers and collectors are a much better solution that really need some attention

    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. Not only that, but you could also line the stack with detector blocks (linked to a set of redstone torches in your station) to have real-time feedback of how many carts are currently in the stack.

    Also, I'm against adding a collector/dispenser system like the one you describe since it feels cheap to me and would require even more block id's. This was one of the mechanics that I really disliked in Minecart Mania.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    We need to make sure he's aware of the proposal though. Feel free to tweet him the link!
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    @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:
      [*:1bzq62z6] Powered cart move at a speed halfway between walking and "max speed". Only boosted carts can reach "max speed".
      [*:1bzq62z6] Powered carts can link and pull multiple carts. Boosted carts cannot.
      [*:1bzq62z6] Powered carts can push mobs and items off of the track as they travel. Boosted carts cannot and will be stopped by track obstructions.
      [*:1bzq62z6] Powered carts consume resources to run. Boosted carts only require boosters.
      [*:1bzq62z6] Powered carts are unaffected by Booster-Brakes, Fullstops and Detector blocks will affect it normally.
      [*:1bzq62z6] 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.
      [*:1bzq62z6] 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.
      [*:1bzq62z6] Extra idea: An Allocator might have the ability to add and remove fuel from a powered minecart.
    Let me know what you guys think.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    I was testing the latest build and tried building a compact, basic station. Here's what I came up with:

    The double full-stops are to keep the cart from sliding off the booster-brake. I tried using just the ledge as the back stop, but the cart would bury itself half way into it when it dropped off due to the glitch Glitchfinder mentioned earlier. I can't wait to test detector blocks!
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from Glitchfinder »
    Guys, I was just re-reading the latest posts in this thread regarding the mod, and I had to do a facepalm. There was a very specific suggestion I made in my last post, due to the fact that the new booster has so many possible states. (12 different directions * 5 different speed settings = 60 different states for the booster) The suggestion was to turn the booster into a block entity. (i.e. the same kind of block as a furnace, chest, etc.) Not only does this allow you to store enough data to leave the booster as a single block, but it also makes it much easier to change the state. Also, if you look at the latest version of my mod, I solved a few issues you'll run into if you restart this from scratch. First, I solved the boosting glitch, which nobody else seems to have done. And second, I did manage to fix overboosting by changing how the booster collides with the cart, so that the booster only boosts it one time when the cart hits it.

    That said, I really don't want to see so many block ids for something that shouldn't need them, when there is such a simple alternative.

    Sorry, glitch, I had completely overlooked your earlier post. I'm quoting it here so others will see it without having to dig for it. I'm really glad you're still around sharing your experience. I only wish I could be of more help at this stage myself.
    Posted in: Suggestions
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    posted a message on [REQ]Programmer/Modder, Minecarts Mk.II needs your help!
    mcmodder_07 is currently working on our latest version, however Glitchfinder was our previous programmer until he had to step down due to real life commitments. Glitchfinder had boosters, full-stops, and semi-functional detector blocks in his version but is not compatible with Minecraft 1.4. As of this post, mcmodder_07 has only completed the boosters and the full-stop block in a 1.4 compatible version. Both versions are still pretty buggy and require a fair amount of ironing out. They're also only available for SSP atm.
    Posted in: Requests / Ideas For Mods
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Nope. Carts pass right through a full stop if the drop onto an active one. (just tested it)

    Also, I found a couple weird glitches. This is a screen cap of a sheep that hitched a ride in my test cart, rode it off the ledge, and was suddenly suspended above the cart which was stopped by the powered full-stop. The sheep is still detected as being stuck in the cart btw. Straange.

    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    @Brigander, the speed at which you manage to upload demo vids continues to impress me. xD

    Question for anyone: What happens if a cart falls directly onto a full-stop or booster that's activated? (Like, from a ledge or something? (I'm still busy setting up the mod so I haven't tested it yet myself)
    Posted in: Suggestions
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    posted a message on Got programming skills? Minecarts Mk.II needs your help!
    Quote from Spellchek »
    Quote from Ehnonimus »
    There is always room for improvement. This goes for my project as well, but that's why it's constantly being refined and evolving for the better. The reason I didn't "take it up with the authors" is because their projects were already well established in their ways and I saw no reason why they would change things from my lone suggestions.


    Sorry, but this rings hollow. My sense is that you were either unaware that the other mods already existed, or that you simply want to associate your name with the proposed changes. While those are just my guesses, they are informed by the fact that you still fail to identify the reasons why the existing mods are deficient (or "gimmicky," to use your word).

    In my opinion, any mod author who takes up this project would be wasting their time and resources. Better that they devote their energies to developing new mods or reviving old mods that have been orphaned by departed authors.

    I'm afraid your guesses are incorrect on both counts. When I started this project I was very aware of Minecart Mania's existence and Feanor's mod hadn't existed at the time. Minecarts Mania was actually one of the main reasons why I started this project since I disliked many aspects of it's implementation and there was no other alternative at the time. Even after Feanor released his mod, I felt there were several aspects of it which the MCMk.II proposal handled better and so I continued with the project. Regarding my ego, I honestly wouldn't care less if "Ehnonimus" or "Anonymous" was associated with the project. I simply wanted a better way of handling minecarts in Minecraft then was (and is currently) offered and thus initiated the project. I've always considered this project about more than just me and from the very start I've always made an effort to include the names of anyone and everyone who helps with it.

    Also, I have extensively explained why I feel other mods are inadequate solutions for core-game inclusion in the original MCMk.II Suggestion topic. To paraphrase a couple of the main reasons, Feanor's mod lacks the versatility I hope to achieve per block and Minecart Mania has so many customizable features that it becomes overly complex and wasteful. Both are fine mods, but in my opinion, are not ideal for use in the core game which is the ultimate goal of this mod.

    Your opinion regarding how other authors should spend their time is noted. However I'm confident that many will still see the value of the Minecarts Mk.II project as a whole even if they choose not to participate in the mod aspect in any way.
    Posted in: Mods Discussion
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    @Fearnorith, Eagle0600, thanks for your clarifications. Hopefully the intended function of the booster-brake is clearer. On a related note, apologies to Zenox for butchering basic physics terms. I should know better after all the physics classes I took back in high school. That being said, I'm still unsure of how to best explain the booster -brake mechanics to people who might not have a physics background. "Vector Derived Booster" might be a better name and description of it's actual function than 'Booster-Brake but it also seems a little too scientific. Anyone have any better suggestions for a better way to describe the piece and it's function?

    Also, yes to making the mod compatible to mod loader. :biggrin.gif:

    [EDIT]
    @mcmodder_07, nice! I'll check out the update right away. Thanks for the info as well. I wonder if there's a way for a BB to check if it's already boosted a cart once and not apply the value multiple times...
    Posted in: Suggestions
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    posted a message on [REQ]Programmer/Modder, Minecarts Mk.II needs your help!
    Much appreciated. Also, I don't have any unobfuscated source. Wish I did though. It's part of the reason why I'm not attempting to code this myself. :tongue.gif:
    Posted in: Requests / Ideas For Mods
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