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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from gonstackk »
    Quote from Brigander »
    Slope and snap-to-track compatibility please, if it can be figured out that is.


    Yes please. Though I notice if the stop block is flat and next to a sloped track it likes to slowly go onto it.
    Coming from the left.
    -snip-

    Ive noticed the same full-stop glitch but it also happens when you stand directly behind a minecart and push it for long enough

    @McModder_07 Ill ask this again because I feel that you missed my last post on this. Would you please give the tracks a light value equivalent to a redstone torch?
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from fghjconner »
    This board may be rather biased, cant think of where else to put it, perhaps a thread on minecart systems or simething.
    Oh, and yea, work on your subtraction (funny thing is he did the percentages perfectly)

    WOW i found the problem there after posting a response woops
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from CobaltStarr »
    -snip-

    Hmmm I missed that little thing maybe one more block which could detect when a cart is full(another thread would be best for this mod if someone where to make it) and this would be a hard thing to code because it would have to detect if the objects are stackable and if they are whether they are a full stack or not (plus this would have to be done really quickly(aka within a tick))
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    @Storage Cart Detector Debators: I believe we shouldn't add any blocks for this and use the occupied cart detector to detect if the storage cart has items or is an "occupied storage cart". The unoccupied cart detector could detect if their is a cart their and whether it is empty hence an "unoccupied storage cart". While this is an extra bit of coding I would not mind trying to code this (it will still be a separate block because I dont have access to the source. And I still want to learn java so its a good way to learn) and if it gets accepted or improved ill be happy and if not oh well I learnt something at least.

    I'm with you Brigander on the track pieces
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from FinalFan »
    I have to say that the 1.5 update is pretty fantastic overall but the minecart update specifically is really weaksauce. I wish they'd just waited on it.

    And when I say weak I also mean that literally: having to put a booster on every third piece of uphill track is just silly.

    Also silly: Why do I craft the detector track with a stone plate if it gives me the function of a wooden plate?

    Because jeb did a half hearted job with the boosters and they detect both cart types regardless of how they are made
    (maybe we could use jeb's code for the alignment of the boosters tho.)
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from MDGrein »
    Quote from Ehnonimus »

    Combining them is already possible. You can detect if a cart is present or not, and if it is, whether it's an empty or occupied cart. Being able to use two detector blocks adjacent to a booster track was one of the main features of the detector block design. I've already built a touch-less cart station in 1.4 that makes use of this feature. I'll get a vid up once mcmodder_07 updates the mod.


    Yes, detecting a player/mob/stuff like that is not a problem but try running a storage cart pass them and see if they light up diffrently depending on how much cargo it is carrying.
    See the problem?

    Watch my video for the only good way of explaining my goal :smile.gif:

    Do the built in detector rails do this though? I believe that all it does is detect if their is a cart not, and not what type of cart it is. (btw ill test this later)
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from DarkerFalz »
    Yes, yes, a thousand times yes.
    Boosters look annoying to me (because of the excess track and ditches that you have to lay and dig), so this would make a nice addition.

    One question though: What does a detector block do? I didn't quite pick up on that.

    They would detect a cart passing on any adjacent track (or above/below) and provide power to a selected side allowing for there to be boosters as well as detectors affecting the same block
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from berchmax »
    Quote from Zenofire »
    @berchmax -snip-

    Thanks, but for some reason they don't stack up for mine. Maybe because of some mod I added. I'll try again without the mod and see if it works. Thanks again!
    :Diamond: :Diamond:
    this is probably because you have track where the cart lands (without the mod) or you should try to put a booster where it lands (with the mod)
    Quote from mcmodder_07 »
    Quote from fghjconner »
    Quote from Ehnonimus »
    -snip-

    I believe that they are directly increasing the momentum and the behavior you describe is because minecart deceleration itself is not linear (the faster you go, the more you decelerate)

    This is exactly what happens: every time a minecart's update function is called its momentum is reduced by a percentage not a fixed amount which is why everyone experiences diminishing returns with the boosters.

    so would you mind trying something like adding a percent of the existing speed to along with the 25% for example
    momentum += maxMomentum*.25+(momentum*.25)
    if the max is 4000 (this is what i remember) this would leave momuentum (from a standstill) at 1000 then 2250 then 3812.5 (you can round to 3813) and so on. this should help even it out
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    @mcmodder_07 I PMed Ehnonimus when I was making the props for this mod so he could stage it and he said the light level should be the same as a redstone torch (setLightvalue(0.625F) if i remember right) because Ive noticed that this doesn't actually produce light or glow like the torches
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    @Ehnonimus I suggest put a link to the Download on the OP( as well as a link to http://www.minecraftforum.net/viewtopic.php?f=1032&t=80246 for installing instructions).
    The OP still has the alternating 25/50/75/100 booster image. I recommend changing this to a still like the brake or making the others animated like the booster for uniformity
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from Brigander »
    PC screen recording... I use fraps personally

    I gave that a shot once but i didnt like it because my pc wasnt the best or even close when i bought it and that was 3 years ago so it causes it to lag alot
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from Ehnonimus »
    Will do. Also, I just noticed Zenox96 that you were looking for a screen recorder? If you're on a mac, I highly recommend ScreenFlow. It has a $100 price tag but there are, uh, ways to get around that. Note that I'm not insinuating in any way that you should pirate it since piracy is bad and I would never condone such things in this topic. <_< >_>

    If you're on pc, the others might have better suggestions for you.

    Lol thanks for the suggestion but currently i have a pc ( im also building a better computer but its AMD and not INTEL so i cant run snow leopard on it) and yeah i know some ways to get around that (know the price tag on 3DS max?)

    Just another thing
    Quote from jeb_ Jens Bergensten »
    For all you who are asking, the detector rail will generate a redstone signal when a minecart (any kind) is on top of it
    so this doesnt even fix the main concern that we have to derail just to detect if there is a person in the cart or not
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from Spellchek »
    I realize this won't be a popular opinion in this thread, but I'm glad to see this project rejected entirely by Jeb. I always felt like so many aspects of your implementation were wrong, while in contrast, Feanor got it right from the beginning. While we don't know yet what the actual in-game implementation will be, it sounds like it will be a lot closer to Advanced Minecarts than anything else.

    You guys had a real nice banner, though.

    And you have absolutely no idea what constructive critism is do you? At least say what he got right over this one or your going to be completely ignored

    Quote from El Lizardo »
    Its a good idea, but I do really like the current system. It calls for invention and creative thinking, even if it just using a glitch. Notch has said that if a glitch helps gameplay it is usually kept, but not for sure.

    Im not sure which sdie to take, so I'll just leave it at that.

    I sorta agree with you their but a glitch is a glitch and can be broken just as easily as it was created (if you try not to break it)

    Ill put up a link to a save file for my ripple system so you can examine it.(btw I HATE SCREEN RECORDERS anyone have a good one i could use?) here it is: You should start at the ripple system if not tell me and ill reupload
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from fredklein »
    I agree with Brigander as well.

    Perhaps the work on the mod could be continued, with the aim of having the Minecarts Mk. II (hereafter "MC Mk. II") blocks actually replace the 'official' block[s]. I'm not sure if that's possible, but if it is, and if there are problems* with the official blocks,then it could be MC Mk. II to the rescue!

    *Like Ehnonimus pointed out- "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." Also, I still don't like the 'powered=boost, unpowered=brake' dynamic. What if I don't want either? Does the brake block actually stop the cart, or just slow it down? If it slows it, how much, and how can I calculate it so the cart stops where I want it too? With MC Mk. II, I'd just use a Stop block, and voila!

    @Ehnonimus- 'Cumbersome'? I suppose. Again , that demo I made was a proof of concept, and I'm sure it could be improved upon. Bent in a U shape, or made multi-level, or something. I wonder if something similar can be done with the official blocks....


    Im very much with you their that the detector cant effect with another. Ive sent jeb_ a tweet about what makes his better than this one so hopefully we should get a response
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    I have a made a ripple storage cart system with no lag (its expensive but works very well).
    Ill post an image in a few hours when I get home from school.
    Posted in: Suggestions
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