Most of the lava in the Nether is in lava oceans around layers 28-32. At that height, you're more likely to find yourself tunneling out into a huge open space with no safe way down.
Maybe have something like this for an unidirectional powered rail?
[>>-i>]
[>>-i>] = repeater
= redstone dust
This would stop carts when unpowered, only boost carts in one direction when given power, and would propel a stationary cart regardless of connecting rails, since there's no quantum indecision involved. The direction of the boost is oriented in the direction you're facing when placing it, and carts that try to cross the rail from the opposite direction while it's powered get turned around and boosted back the other way.
I also agree powered rails need to impart minecarts with considerably more momentum than they do now.
Sorry, i'm not sure if this has been talked about or not so -
If a power rail is unpowered and a cart is on it, once the power rail is powered, the cart does not move unless their is a block behind it, does anyone know why Notch would have done this? Or is it a bug?
Their are ways around it although it would be more convenient if it wasn't so, would it be editable as a mod?
If you have tracks running both directions from a single segment of powered rail, and put a minecart on it, the game can't tell which way it's supposed to move the cart, and it just sits there in a case of quantum indecision.
If the cart only has one possible direction to move on a powered rail, it will move on its own.
All the QQ BAWW is disappointment at expecting too much and the new boosters not doing everything they wanted and more.
Personally, I see possibilites for them; while they can't completely replace the old glitchboosters they're still a useful tool to us railroad builders. I'm looking forward to revamping the railways I built in my SMP server of choice with the new blocks...as soon as the half a dozen plugins we use get unb0rken again. >_>
And we'd just gotten everything settled from the 1.4 update, too. :sleep.gif:
QQ BAWW IT'S NOT SURVIVAL IF I'M NOT BEING CONSTANTLY THREATENED WITH DEATH
The game was never "hard" to begin with, it's just full of annoyances that you become increasingly capable of mitigating as you gain more resources to work with.
Seriously though, I've seen bigger caves. I've got one cave system that took a week to clear out, 1500 torches to light up, and has five dungeons in it.
A couple of people on the SMP server I frequent have chronic infestations of slimes in their deep mines, and because of buggy hit detection, nothing can be done about it. =\
I just got a copy of the old launcher, because the new one wasn't letting me log in, and the lag on the server magically went away.
Anyone else have the same result?
New launcher won't connect 97% of the time; the old launcher still produces the same lag issue.
Edit to avoid doubleposting:
I tried turning on the Limit Framerate option in video settings. It seems to help immensely; the game is practially playable again, though there's still some noticeable latency. For everyone else with this issue, give that a try?
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[>>-i>]
[>>-i>] = repeater
= redstone dust
This would stop carts when unpowered, only boost carts in one direction when given power, and would propel a stationary cart regardless of connecting rails, since there's no quantum indecision involved. The direction of the boost is oriented in the direction you're facing when placing it, and carts that try to cross the rail from the opposite direction while it's powered get turned around and boosted back the other way.
I also agree powered rails need to impart minecarts with considerably more momentum than they do now.
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If you have tracks running both directions from a single segment of powered rail, and put a minecart on it, the game can't tell which way it's supposed to move the cart, and it just sits there in a case of quantum indecision.
If the cart only has one possible direction to move on a powered rail, it will move on its own.
0
0
Personally, I see possibilites for them; while they can't completely replace the old glitchboosters they're still a useful tool to us railroad builders. I'm looking forward to revamping the railways I built in my SMP server of choice with the new blocks...as soon as the half a dozen plugins we use get unb0rken again. >_>
And we'd just gotten everything settled from the 1.4 update, too. :sleep.gif:
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It's a building game with survival elements, not the other way around. If you want to be constantly under attack, play a first-person shooter.
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The game was never "hard" to begin with, it's just full of annoyances that you become increasingly capable of mitigating as you gain more resources to work with.
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Seriously though, I've seen bigger caves. I've got one cave system that took a week to clear out, 1500 torches to light up, and has five dungeons in it.
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I wouln't mind these not being fixed. It's nice to be able to build wooden structures on SMP without it being set on fire by griefers every other day.
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New launcher won't connect 97% of the time; the old launcher still produces the same lag issue.
Edit to avoid doubleposting:
I tried turning on the Limit Framerate option in video settings. It seems to help immensely; the game is practially playable again, though there's still some noticeable latency. For everyone else with this issue, give that a try?