The Meaning of Life, the Universe, and Everything.
Join Date:
2/4/2021
Posts:
52
Member Details
I built a bamboo farm using a basic flying machine and hopper minecarts collecting the bamboo underneath. Each minecart covered one lane (1 block wide and ~40 blocks deep). To unload, I used the unloading station design "C" in gamepedia (1-wide, tileable - https://minecraft.gamepedia.com/Tutorials/Storage_minecarts#Item_unloader). The farm had 20 lanes. I built two copies above each other.
Now, the system worked fine at first. But after a while I realized that some minecarts got stuck: They somehow ended up dead on the powered rail and not on the detector rail. Carts should run fast enough to get to the detector rail, I had a 2 block powered rail just before the detector (one normal rail block in between). After running for 2 hours, 4 of my 40 minecarts were stuck -- all on the top farm. There were minor differences (wiring to the droppers putting the items in the water stream), but none in the unloading design. Also all stuck carts and the hoppers below were empty, so I guess it wasn't an overflow of some kind. (In fact I tested it, and the minecarts got stuck in the right position in case of an overflow: On the detector rail.) Also I'm positive that the lanes were identical, as I cloned the first lane into the others. (But of course I had to manually fix the detector rail that doesn't keep the slope with cloning.)
Any idea why this is happening? One of the things why some players recommend to stay away from minecarts?
In my survival worlds I have used only the simple standard unloading station (design "A" on gamepedia or variations), but that one isn't tileable 1-wide. My minecarts never got stuck with these.
Java 16.3, singleplayer test setup. Few other things going on so there shouldn't be major lag.
2 pictures: One showing 2 stuck minecarts (with a working one in the middle), the other showing the redstone setup.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/4/2021
Posts:
52
Member Details
I should add that I found a workaround. I initially used design "C" from gamepedia because the carts bounced off without stopping in design A' -- the problem was that I had another hopper below the one doing the unloading, which caused the unloading hopper to be emptied before the minecart stopped. So I guess I can just use design A'. (I attached a picture with the 1-wide tileable unloader, the left version is the one that works, the right one doesn't work.)
Still, I would like to know why my design didn't work. Just to avoid mistakes in future builds.
I built a bamboo farm using a basic flying machine and hopper minecarts collecting the bamboo underneath. Each minecart covered one lane (1 block wide and ~40 blocks deep). To unload, I used the unloading station design "C" in gamepedia (1-wide, tileable - https://minecraft.gamepedia.com/Tutorials/Storage_minecarts#Item_unloader). The farm had 20 lanes. I built two copies above each other.
Now, the system worked fine at first. But after a while I realized that some minecarts got stuck: They somehow ended up dead on the powered rail and not on the detector rail. Carts should run fast enough to get to the detector rail, I had a 2 block powered rail just before the detector (one normal rail block in between). After running for 2 hours, 4 of my 40 minecarts were stuck -- all on the top farm. There were minor differences (wiring to the droppers putting the items in the water stream), but none in the unloading design. Also all stuck carts and the hoppers below were empty, so I guess it wasn't an overflow of some kind. (In fact I tested it, and the minecarts got stuck in the right position in case of an overflow: On the detector rail.) Also I'm positive that the lanes were identical, as I cloned the first lane into the others. (But of course I had to manually fix the detector rail that doesn't keep the slope with cloning.)
Any idea why this is happening? One of the things why some players recommend to stay away from minecarts?
In my survival worlds I have used only the simple standard unloading station (design "A" on gamepedia or variations), but that one isn't tileable 1-wide. My minecarts never got stuck with these.
Java 16.3, singleplayer test setup. Few other things going on so there shouldn't be major lag.
2 pictures: One showing 2 stuck minecarts (with a working one in the middle), the other showing the redstone setup.
I should add that I found a workaround. I initially used design "C" from gamepedia because the carts bounced off without stopping in design A' -- the problem was that I had another hopper below the one doing the unloading, which caused the unloading hopper to be emptied before the minecart stopped. So I guess I can just use design A'. (I attached a picture with the 1-wide tileable unloader, the left version is the one that works, the right one doesn't work.)
Still, I would like to know why my design didn't work. Just to avoid mistakes in future builds.