I am having the same problem. I don't have any mods running or installed.
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Mar 24, 2011My game has been crashing randomly with a black screen and then no response. I am OK with crashing, what kills me (literally) is when I log back in buried in bedrock. Anyone have any ideas?Posted in: Legacy Support
Unmolested single player.
Dec 27, 2010Posted in: SuggestionsQuote from rowanmulder »
the [bad] thing is if u remove the glitch, millions of existing roller coasters [will] need to be upgraded.
and that sucks...
That is only a concern if the final version is backwards compatible with existing maps. It may end up that every world will be replaced once we get to gold. If that is the case, people can preserve their current worlds and just play on an outdated engine.
Dec 21, 2010Posted in: SuggestionsQuote from wilhelmsen07 »The only thing I have as a problem wen using mine craft with or without mine cart block mod is that the mine carts are way to slow at max speed.
I don't know what Ehnonimus had it mind for top speed but some of the glitch boosters are very fast. If that is the bases for powered boosters I don't see them as too slow.
Dec 19, 2010Posted in: SuggestionsQuote from Ehnonimus »
I'm sorry, but I think that statement is very misguided. Among dozens of other examples, you'll have to explain the wood and stone pressure plate systems we use currently use in stations and the multiple blocks used in redstone circuits. In fact, the whole minecart system is based on multiple blocks interacting.Quote from Tsaot »Your system requires interaction between multiple blocks which I feel is outside the nature of the game.
I was referring to one of your early posts in which the break track stopped the cart before or after the break depending on the direction it was traveling. In that system the break block is responsible for 3m of track.
Redstone was a significant influence when designing the mechanics. With redstone, each torch and redstone wire provides a single function. When combined in various ways, they can perform much more complicated operations. The same goes for the currently proposed full-stop, booster, and detectors. Each provides a single, simple function, but when combined, can provide a wide range of complicated operations.
See above. Exactly what I meant.
Quote from Tsaot »My intent is for all of the "mechanics" to be contained in 1 block with a visual effect on the adjacent blocks.
I understand that you want to contain all the mechanics in 1 block, and reducing the number of blocks introduced is one of the key intents of this proposal. However there is a limit to how much can be removed before suffering a loss in performance.
The mechanics of stopping only, again referring to the 3 blocks needed for the original proposal.
Consider the current pressure plate whic acts as both a "full-stop" and a "cart detector". Despite this multi-functionality, it still performs both operations poorly. Passing carts will always be stopped even if the user just wants cart detection, and stopping requires derailing of the cart which complicates a number of other interactions. The proposal separates these two operations into two separate new objects, the new "Full-Stop Track Piece" and the "Cart Detector Block". Both pieces have been designed to optimally perform their singular purpose which results in better performance of the cart system in general.
Now, in your suggestion, you would recombine a "booster" feature with a "full-stop" feature. I believe this combination would dilute the usefulness of either feature, reducing the flexibility, the effectiveness, and the variety of possible ways the part could be applied. Players may not always want the booster effect combined with the full-stop, or want the asthetic look a "hump-stop" in their stations.
No, not a booster. Just a kick out of the gate with no more force than if you were to push the cart. This would allow the cart to "fall" toward a booster without having to stand there. I think this could be accomplished by having the inertia value of the cart remain positive while the cart is in the break. This is another problem I saw with the original. You would be able to stop the cart but the only way to get it going from a stop would be to run another cart in to it. If you were to place a booster adjacent to the 3m break you could end up with a conflict that would cause it to become unreliable. I am not much of an artist so I wont pretend to offer any kind of a solution to the aesthetics, though I think it can be done.
Dec 19, 2010Posted in: SuggestionsQuote from Ehnonimus »
Ah thanks, your explanation helped. I agree that your solution would help differentiate full-stop tracks from other tracks since a special track piece should be easily identified. However, it should also match the overall look and style of it's fellow pieces. I think a half step might make it stand out a little too much. That aside, your solution is actually more complicated than you suggest and offers nothing that the currently proposed system can't do. Here's a couple reasons why:
A half step would require two blocks of air above the braking track and both adjacent tracks. This reduces the flexibility of placement.
Most cart shafts have to be 3m high in order to prevent taking damage when dismounting the cart. With a 1/2 block you would still be able to dismount from the stopping block without taking damage.
Carts would be precariously perched on your "drop gate" and as a result, would be much more susceptible to being knocked off by a careless user. (Less reliable)
That is not my intent. When the breaks are active it is at full stop, therefor securely stationary like any other block. It would not be mobile until the the power is off.
The currently proposed full-stop and booster can already do that in much less space (two blocks instead of three plus booster).
My intent is for all of the "mechanics" to be contained in 1 block with a visual effect on the adjacent blocks. Your system requires interaction between multiple blocks which I feel is outside the nature of the game.
If I were to draw this it would be a a 3 position teeter-totter. The first being a loading ramp, second the break on flat, third the down unloading ramp. I know I have seen this mechanism in toys, unfortunately I can't name it specifically enough to find a picture. The block suggestion is to keep the graphics simple and inline with current game nature.
Dec 19, 2010... I don't have your artistic abilities so maybe a little bit of explaining will do. Right now tracks will only build a ramp on a full block / \. What I am suggesting is a shorter half block ramp / \ which when turned on will cause your cart to stop on top of that block. When the block is switched off the cart falls, like a motocross drop gate, in a predetermined direction with enough force to travel 3-5m on level ground, presumably on to a booster or down a greater slope.Posted in: Suggestions
Dec 18, 2010Posted in: SuggestionsQuote from HamsterBoo »
Second thing was "I really want to be able to build in that".
From the look of the picture these are not built, but carved. Imagine cutting a 10X15 perimeter trench straight down to bedrock. I am guessing that is how these were created.
Dec 18, 2010This idea is so awesome I had to join the forum to participate.Posted in: Suggestions
My suggestion is to simplify the breaking track. Rather than having it be a flat common track have the recipe include a 1/2 block stepping stone . The slight elevation would allow for a rolling start like parking the cart on a hill. It would also set the breaks apart aesthetically from normal tracks.
I would also like a clarification on the detection blocks. Rather than having an non/occupied values, could you have it so that one under the track would see the cart and one placed 3m over the track detect passengers? My reasoning is that the cart occupies the 1m above the track floor and a passenger occupies 2m. This way only one block needs to be coded to recognize the 6 adjacent spaces to fill the your needs.
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