Great idea, great art. If this is not the solution to our Minecart problems - nothing is. C'mon Notch, what are you waiting for! Somebody to implement this with a mod?
I like the idea of redoing the glitched minecart system.
I dont like Boosters though. I know they are fun but they make the powered cart useless.
----snip----
Personally, I'd rather have the boosters and simply remove the fueled carts entirely which is essentially what has happened already with the glitch-based systems. Plus the boosters allow automated systems that use Redstone. Unless you allow a Redstone charge to "turn on" a fueled minecart, you wouldn't be able to do that anymore.
Quote from shorty666 »
----snip----
The storage carts should be altered, too: They should pick up any item that lies on or adjacent to the tracks they are moving through, just like the player does when sitting in a minecart.
Additionally, they should pass all items they are carrying to Chests adjacent to the tracks they are moving through.
Stopped Storage minecarts should be considered Chests for that.
That way it would be possible to make complex item gathering systems.
----snip----
Ok, THIS idea I really like. In a lot of ways it doesn't make sense for a storage cart to be able to scoop up items by itself or dump them into nearby storage chests, but it sounds fun enough that the "making sense" bit is practically irrelevant.
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Try my mod Sparcs Tweaks Better dungeon loot, bones in dirt, Witch hut loot, ect
Provided there is either no limit on speed reached through boost or a really really high one you've got my perfection vote. First thing I'd do is make a Minecraft version of the hadron collider and see how fast I could get it going.
One thing that certainly needs to be is the ability to link carts into a little train.
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So, you think minecraft is medieval huh? TNT(1863)/Dynamite(7 May 1867) and steel railways(1857) in medieval times? I call BS, sure there's armor and swords, but it's NOT medieval. Either give me a source or cram it!
I really like this idea and would hope that notch implements it.
There are some shortcommings though which require some addional blocks or redesign.
a) An eject options for Players / Mobs. Especially on SMP Servers where a player at a stop station could block the whole system (player which is AFK / Disconnected etc or a mob which entered the cart for example)
:cool.gif: A Storage option for Minecarts (Pez Dispenser is nice but still arkward)
c) Directional Markings on the Block (if that is even possible) so that you know in which direction the "force" will be applied, so that you can do redirects or even figuring out in which way a cart is traveling.
I think most of the logic could be handled with redstone logic like direction of cart travel etc but the learning curve is high. On the otherside people could post some more redstone logic and howtos in the wiki by using MCRedstoneSim and perhaps layouts of the tracks generated with http://minedraft.net/
The youtube videos are quite helpful but aren't always clear enough.
How about just making the Minecart Mania Plugin from SMP a feature in the game?
If you don't know what Minecart Mania is, it's an SMP plugin using blocks as boosters, as brakes, and as automatic storing devices.
Quote from Ehnonimus (OP) »
Why aren't the current alternate solutions acceptable?
Currently, the only solutions available are installing third party mods, the most comprehesive and well known being "Minecart Mania". It's a great mod and a lot of hard work has gone into it, however it's an unacceptable permanent solution for several reasons.
[*:5tdjjffw] It's a third party mod and is not officially supported by Mojang.
[*:5tdjjffw] It's aesthetically unpleasing due to all the repurposed and multicoloured blocks used.
[*:5tdjjffw] It doesn't follow the binary gate design of the original redstone system.
[*:5tdjjffw] It uses repurposed blocks for additional functions and ignores the game's crafting and "tech tree" mechanics. This significantly changes the game from Mojang's original intention.
Yeah. Mainly points two and three. Four only somewhat.
i like this a lot..except here are some solutions you might want to figure out to some of your big problems. i have general ideas.. but if you'd like to expand on them go ahead.
1. Possibly only have powered minecarts affected by booster tracks? (then you'd need to be able to make trains)
2. SWITCH TRACKS. <--- there's your solution to storing minecarts on seperate tracks. You can have them be activated by your redstone detectors.. when the detector is off the track is in one position.. and when it's on the track switches to another position. the switchtrack can be connected to the detector by redstone wires. The only major problem i see with this is what if you don't want a track to switch but you MUST pass through a wired detector. you'd have to make some quick and easy to use player controlled element from inside a minecart to allow it. But yeah switch tracks would make for some pretty amazing interconnected rail lines for multiple jobs. Getting the tracks to turn on may be easy.. but getting them to NOT turn on is a problem
An excellent proposal thread! I am on board with everything listed here, especially the detector block.
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"Yo dawg, I heard you liked mining and crafting so I put mining in your crafting and crafting in your mining so you can craft while you mine while you mine while you craft."
Would it be possible to put like a signal torch of sorts above the specialty tracks? What I was thinking is it has a round light about the same size as the lights on the track, and for each type it shows a different color (and unlit for off).
Booster: Green
Brake: Yellow
Full-stop (stop direction): Red
Full-stop (pass over direction): Flashing Green
it could be made like this:
[]
[]
where the red mushroom is redstone dust and placed like this:
or
[]
(but no higher than that) where the stick is the signal and the halfblock is the track.
Just a thought to make it easier to see what's going on without having to follow the track all the time.
My opinion is that minecarts are perfectly fine as they are.
We don't need booster tracks; we have powered minecarts for all our locomotive purposes. Brake tracks, though, I could see as being useful;
The only changes I would like to see with the current minecart system is more control over powered minecarts, ability to couple carts together in a train, and something to brake a train with.
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Gib zu mir etwas fußbodenbelag unter diesen fetten, fließenden Sofa.
My opinion is that minecarts are perfectly fine as they are.
We don't need booster tracks; we have powered minecarts for all our locomotive purposes. Brake tracks, though, I could see as being useful;
The only changes I would like to see with the current minecart system is more control over powered minecarts, ability to couple carts together in a train, and something to brake a train with.
Totally agree with bolded section. Can that be added to MINECARTS Mk. II?
He said somewhere else (I don't remember where) that it is simply not feasible.
Come up of a possible way of doing it. I can't think of a way that works.
you should talk to one of the modders on this forum and try to make a working mod of this idea so that we can record the use of this idea and send it to notch to tell him to implement this as soon as possible.
Perhaps I've missed it in the post, but where you mention "occupied cart" what is this? A person? A furnace? A storage unit?
How would a full-stop block react, if a furnace cart with fuel still present runs into it, would it stay put until it runs out of fuel (assume here, the condition has not been met for the block to turn off)? Would we need an accelerator directly beside that full-stop to get it moving again, and would those two blocks so close, cause signal issues / interference?
Your proposed system, would definitely help things, and with the sheer lack of redstone (in high quantities) in my map (that I've found), I believe it would allow me to automate the side of things I'm not always at.
----
I'm perhaps one of the few that will use furnace carts, I find it more reliable, and takes up a heck of a lot less space, one track, 6 or so storage carts, one furnace cart, send them off on their way. Besides, why waste precious redstone in areas that will eventually be rendered unused once the ore vein runs out? (Before anyone asks, "Why rip up all the rails, if I don't have to? Remove the switch on the main line - problem solved.")
What a friend & I tried to do, without much success, was once the train makes it to its end location, using a pressure plate to force the steam cart to come back down - but the further I go out, the less fuel it has to get back (without the use of the glitchy, chicken breaker, booster systems - that cause most terminal buildings to increase in size a few tens of blocks, sizes that could have been put to better use by holding more storage carts for processing).
---
As for visibility, perhaps the side of the track that is "forward" gets a redstone ring around one light, while the rest stays as you have proposed, it shouldn't be too obvious when passing by, but for maintenance it should be easy, at a glance, to see which way its facing.
On a side note, we need a plow cart to push the livestock off the track so the whole line doesn't break down due to the migrating chickens...
Just wondering, but could you explain what you could actually use the unoccupied detector for? I can't think of anything you can't currently do with redstone alone.
How would boosters and stops work if they were curved?
And maybe there could be connector/disconnector tracks that would bind two carts together/unbind two bound carts if Noch ever implements minecart trains.
Other than that it's a good idea, much more thought out than some I've seen...
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You have just started
To read the haiku that you
Just finished reading
Forgive me if it has already been posted but I wish there were also a way to implement 45 degree angle track pieces. Perhaps it could be lumped in with an upgrade such as this.
Personally, I'd rather have the boosters and simply remove the fueled carts entirely which is essentially what has happened already with the glitch-based systems. Plus the boosters allow automated systems that use Redstone. Unless you allow a Redstone charge to "turn on" a fueled minecart, you wouldn't be able to do that anymore.
Ok, THIS idea I really like. In a lot of ways it doesn't make sense for a storage cart to be able to scoop up items by itself or dump them into nearby storage chests, but it sounds fun enough that the "making sense" bit is practically irrelevant.
Better dungeon loot, bones in dirt, Witch hut loot, ect
One thing that certainly needs to be is the ability to link carts into a little train.
There are some shortcommings though which require some addional blocks or redesign.
a) An eject options for Players / Mobs. Especially on SMP Servers where a player at a stop station could block the whole system (player which is AFK / Disconnected etc or a mob which entered the cart for example)
:cool.gif: A Storage option for Minecarts (Pez Dispenser is nice but still arkward)
c) Directional Markings on the Block (if that is even possible) so that you know in which direction the "force" will be applied, so that you can do redirects or even figuring out in which way a cart is traveling.
I think most of the logic could be handled with redstone logic like direction of cart travel etc but the learning curve is high. On the otherside people could post some more redstone logic and howtos in the wiki by using MCRedstoneSim and perhaps layouts of the tracks generated with http://minedraft.net/
The youtube videos are quite helpful but aren't always clear enough.
If you don't know what Minecart Mania is, it's an SMP plugin using blocks as boosters, as brakes, and as automatic storing devices.
Yeah. Mainly points two and three. Four only somewhat.
1. Possibly only have powered minecarts affected by booster tracks? (then you'd need to be able to make trains)
2. SWITCH TRACKS. <--- there's your solution to storing minecarts on seperate tracks. You can have them be activated by your redstone detectors.. when the detector is off the track is in one position.. and when it's on the track switches to another position. the switchtrack can be connected to the detector by redstone wires. The only major problem i see with this is what if you don't want a track to switch but you MUST pass through a wired detector. you'd have to make some quick and easy to use player controlled element from inside a minecart to allow it. But yeah switch tracks would make for some pretty amazing interconnected rail lines for multiple jobs. Getting the tracks to turn on may be easy.. but getting them to NOT turn on is a problem
^ What he said!
Would it be possible to put like a signal torch of sorts above the specialty tracks? What I was thinking is it has a round light about the same size as the lights on the track, and for each type it shows a different color (and unlit for off).
Booster: Green
Brake: Yellow
Full-stop (stop direction): Red
Full-stop (pass over direction): Flashing Green
it could be made like this:
[]
[]
where the red mushroom is redstone dust and placed like this:
or
[]
(but no higher than that) where the stick is the signal and the halfblock is the track.
Just a thought to make it easier to see what's going on without having to follow the track all the time.
We don't need booster tracks; we have powered minecarts for all our locomotive purposes. Brake tracks, though, I could see as being useful;
The only changes I would like to see with the current minecart system is more control over powered minecarts, ability to couple carts together in a train, and something to brake a train with.
One question though, and I'm sorry if it has already been answered. How do you determine the direction of a booster-brake when placing it?
Also, now that I think of it, what are the material requirements to build these new track objects?
Totally agree with bolded section. Can that be added to MINECARTS Mk. II?
Come up of a possible way of doing it. I can't think of a way that works.
How would a full-stop block react, if a furnace cart with fuel still present runs into it, would it stay put until it runs out of fuel (assume here, the condition has not been met for the block to turn off)? Would we need an accelerator directly beside that full-stop to get it moving again, and would those two blocks so close, cause signal issues / interference?
Your proposed system, would definitely help things, and with the sheer lack of redstone (in high quantities) in my map (that I've found), I believe it would allow me to automate the side of things I'm not always at.
----
I'm perhaps one of the few that will use furnace carts, I find it more reliable, and takes up a heck of a lot less space, one track, 6 or so storage carts, one furnace cart, send them off on their way. Besides, why waste precious redstone in areas that will eventually be rendered unused once the ore vein runs out? (Before anyone asks, "Why rip up all the rails, if I don't have to? Remove the switch on the main line - problem solved.")
What a friend & I tried to do, without much success, was once the train makes it to its end location, using a pressure plate to force the steam cart to come back down - but the further I go out, the less fuel it has to get back (without the use of the glitchy, chicken breaker, booster systems - that cause most terminal buildings to increase in size a few tens of blocks, sizes that could have been put to better use by holding more storage carts for processing).
---
As for visibility, perhaps the side of the track that is "forward" gets a redstone ring around one light, while the rest stays as you have proposed, it shouldn't be too obvious when passing by, but for maintenance it should be easy, at a glance, to see which way its facing.
On a side note, we need a plow cart to push the livestock off the track so the whole line doesn't break down due to the migrating chickens...
How would boosters and stops work if they were curved?
And maybe there could be connector/disconnector tracks that would bind two carts together/unbind two bound carts if Noch ever implements minecart trains.
Other than that it's a good idea, much more thought out than some I've seen...
To read the haiku that you
Just finished reading
The Elder Scrolls V: Skyrim
however: is there any reason why the full-stop piece should be directed instead of stopping carts directly on it?