Jump to content




The Massive Minecart Thread



92 replies to this topic

#21 xuma202

  • Members
  • 288 posts
  • LocationBonn Germany

Posted 24 June 2012 - 08:18 AM

Won't such a minecraft get a bit useless in MC version 1.3?

Quote

While sitting inside of a minecart pushing the directional keys will make it move the direction you are pressing. This will only work while the minecart is sitting on rails.
Minecraft Wiki

#22 Cloudy

    Ex-Developer

  • Members
  • 2,543 posts

Posted 24 June 2012 - 09:49 AM

Maybe for player control, but it would still be nice to have an automated cart.

#23 xuma202

  • Members
  • 288 posts
  • LocationBonn Germany

Posted 24 June 2012 - 02:32 PM

Yes you are right but this should be disabled for the Computer carts otherwise they might be problems when a cart thinks it on position XY but it has been driven to another place manually

#24 NyanDog331

  • New Members
  • 1 posts

Posted 23 July 2012 - 07:25 AM

Wouldn't it be cool if turtles (or computers, although that would be kinda silly considering that turtles seem like a better candidate due to being designed to place blocks) could be crafted on top of minecarts, placed down, coded up, and set up to send your minecart chest into an abandoned mineshaft to take resources out of the chests within (using the upcoming chest system), filling in tracks and gravel as it went? Having finally set up a train station on your server for your fellow computercraft players to be sent back to their neighborhood using a train station, while you eagerly observed as they rushed to the minecarts after a long mining trip or building job and relaxed as they sped away? Haven't you dreamed of having minecarts act like cars, with functioning traffic lights and maybe even some traffic on your server or single-player testificate-infested world? If you haven't, I don't blame you, I had to try really hard to conjure up some ideas to make this seem great :P But yeah, here's the idea: Computer Carts!

They wouldn't necessarily be an alternative to turtles, since they wouldn't be designed for breaking blocks and building structures, but they would be able to push other minecarts, put down tracks (and maybe blocks just for making paths over ravines or something), maybe transition to tracks next to it that aren't connected to the railroad it is on (or make them connect), be able to detect minecarts (maybe even with the ability to detect if there is something in them, or if they are a chest cart or furnace cart), or more cool stuff like that. They basically would be an alternative to the furnace carts. I don't know of anyone uses powered minecarts, since they either don't last long enough to get you there or last so long, they keep going back to where they came from and stop in the middle of the road. Powered tracks are rather expensive, too (but they are the only use of gold besides the 3 second golden apples, so I'm not sure what to tell you there :P).

So yep. Cool idea or what? (probably a common idea and is posted somewhere else, sorry if I stole some views from you xD)

Possible code terms (not sure what these are called, terribly sorry if I confuse you. I'm not familiar with coding terminology :l)

Cart.detect() -- block or another cart specified through arguments, I guess.
Cart.place() -- track, block or an actual cart if you so dare to do, but you are going to want to specify the slot that it has selected for placing or there is probably going to be a rail waterfall where it is trying to place the tracks :P (or not, since it would never happen due to how fast it would be fixed either in the computercraft code or the program itself .-.)
Cart.push() -- maybe a toggle for whether it moves carts around or not.
Cart.forward() -- what do you think it does :P but Cart.push() can be specified to be true or false, or have nothing to do with it. If it is not specified it will just shove the minecart out of the way, not caring where it ends up. If cart.push() is true then it will push the minecart, and if it is false, then it will yield to the minecart in its way, which could be useful for mining systems you may set up with computer carts going all over the place :P
Cart.back() same as cart.forward(), only going backwards.

You get the picture. Nothing added to the code arguments except the "cart." prefix and it having the possibility of having stuff to do with other carts, like shoving them around, using the cart.push() argument. So yeah, be sure to vote for a cool name for them, since I'm not feeling particularly creative in the poll today, so that this might one day be put in to the actual mod :) (I just hope to GOD it doesn't make CC require something new like forge or modloaderMP.)

TL;DR (Too Long DurR cause I don't have enough time to read more than 50 words): Computer carts, used to push carts around on tracks, need minecart and turtle to craft, need a cool name, would be cool if they were implemented into computercraft.

#25 Noodle

  • Members
  • 989 posts
  • LocationSometime.

Posted 23 July 2012 - 10:19 AM

Meh.. I like it, but I don't like it. Its more portable, but turtles are already portable.. It would be cool, but rails don't work that way. Rails work to where you have to redstone power them...

#26 Xfel

    Peripheral Designer

  • Members
  • 515 posts

Posted 23 July 2012 - 03:49 PM

I think there is an other thread with a similar suggestion. I like the idea, but it would only make real sense if used in conjunction with railcraft.

#27 Noodle

  • Members
  • 989 posts
  • LocationSometime.

Posted 23 July 2012 - 11:26 PM

^ Exactly, the rails don't work like that in normal MC but if someone could make the mod work with railcraft then it would be great!

#28 ChunLing

  • Members
  • 2,027 posts

Posted 25 July 2012 - 01:12 AM

I think that you can do most of this with a normal turtle if you're willing to be creative. Certainly turtles can lay track, and output power to activate powered rails so as to move carts that are on the track, and they can carry pistons, place them, activate them, and then pick them back up and move them somewhere else to use. That lets you push entities around on a track that the turtle has laid with powered segments at intervals. You just have to experiment with the existing abilities a bit more.

I mean, I'm not totally adverse to giving turtles new abilities (like letting the non-mining turtle be able to use items other than a pick), or to making it easier to do certain things that are a bit tricky at present (like making it so that a turtle could just act like a piston rather than having to place a piston and activate it). But I kinda have to view this suggestion as being of limited benefit for the amount of alteration required. I like the idea of smaller alterations with wider benefits.

#29 Noodle

  • Members
  • 989 posts
  • LocationSometime.

Posted 25 July 2012 - 03:40 AM

View PostChunLing, on 25 July 2012 - 01:12 AM, said:

I think that you can do most of this with a normal turtle if you're willing to be creative. Certainly turtles can lay track, and output power to activate powered rails so as to move carts that are on the track, and they can carry pistons, place them, activate them, and then pick them back up and move them somewhere else to use. That lets you push entities around on a track that the turtle has laid with powered segments at intervals. You just have to experiment with the existing abilities a bit more.

You can but he wants it to be controllable by that turtle inside the cart able to push many carts infront of it. Like a train powered by a computer.

#30 ChunLing

  • Members
  • 2,027 posts

Posted 27 July 2012 - 04:45 AM

The problem is that for just pushing carts, there already are options even if they are unpopular/expensive. You can have turtles lay a track (and the necessary bed) already, you can have a computer control the switches and take input from detector rails and such, you can have a furnace cart push things around (or you can use the more expensive but permanent option of powered rails).

Without the track-control system in place (or built by a conventional turtle), the ability to simply push carts is no real advance over the existing furnace cart.

Though I do sometimes think that it would be nice if turtles could generally act more like entities and less like blocks (tiles). It is apparently necessary for them to be tiles in order to carry out the redstone functions, but I rarely use those with a turtle. But I think that changing the turtles to be entities rather than tiles would be a pretty major rework...enough that I don't want to suggest it even though I would be very happy if it were done without consulting me.

#31 wilcomega

  • Members
  • 466 posts
  • LocationHolland

Posted 24 October 2012 - 09:48 AM

the suggestion:

please add computer minecarts, they would need fuel but depending on the type of of fuel the speed is set
they would also have a modem to request position. with this i could make an advanced rail system with a monitor that shows on a map where all the carts are
i would be able to click em with the clickable monitors suggestion( by me :P/> ) and then open a menu to do actions with the cart. like forward, stop, backward, posistion, explode ^_^/>

please leave a reply with what you think :D/>

#32 ChunLing

  • Members
  • 2,027 posts

Posted 24 October 2012 - 10:04 AM

Utterly useless, ordinary powered minecarts and detector rails can already do all of this, except for the exploding cart, and for that there's RailCraft. What is the fascination with an exploding cart anyway?

#33 robhol

  • Members
  • 182 posts

Posted 24 October 2012 - 10:11 AM

Detector rails can NOT do this. I have no idea if it's feasible, but I like the notion of a rednet-enabled cart.

#34 ChunLing

  • Members
  • 2,027 posts

Posted 24 October 2012 - 10:39 AM

Wait what? What don't detector rails do, detect carts or blow up?

#35 immibis

    Lua God

  • Members
  • 1,033 posts
  • LocationWellington, New Zealand

Posted 24 October 2012 - 10:45 AM

View PostChunLing, on 24 October 2012 - 10:39 AM, said:

Wait what? What don't detector rails do, detect carts or blow up?
They don't have rednet.

I can see uses for this, like sending a computer cart just in front of a passenger cart, with a computer at every junction.

#36 ChunLing

  • Members
  • 2,027 posts

Posted 24 October 2012 - 11:00 AM

You can connect a wireless computer to a detector rail. And you can control track junctions with a computer as well, the computer can handle both reporting trains arriving as well as routing them where they need to go.

#37 KaoS

    Diabolical Coder

  • Members
  • 1,510 posts
  • LocationThat dark shadow under your bed...

Posted 24 October 2012 - 11:51 AM

and railcraft has some fascinating (and nigh impossible to use ^_^/>) blocks for sensing where a minecart is on a track, take a look, perhaps a peripheral interface would be good but that's what the peripheral API is for

#38 wilcomega

  • Members
  • 466 posts
  • LocationHolland

Posted 24 October 2012 - 11:51 AM

chunling you are only seeing the downside of new and cool features! come on man think bright!

#39 Sebra

  • Members
  • 726 posts

Posted 24 October 2012 - 02:45 PM

Minecarts do not stand still unlike turtles locating position. That can make positioning quite harder.
CC minecarts should be able to give RS signal in front of it to be able to switch tracks. But more important is tracks should be unable to be switched under minecarts.
CC minecarts should be able to connect peripherals (and as a peripheral itself). This can be a problem on speed.
It seems CC mainecarts should be a speedy turtle on wheels. Name it Rabit (rabid). ^_^/>

#40 GopherAtl

  • Members
  • 888 posts

Posted 24 October 2012 - 03:04 PM

in addition to the things already suggested, immibis' peripherals add rfid tags which can be read from inside storage carts, which could be used to identify "trains" in an absolute way.

A turtle cart, that acts kindof like a hybrid storage/furnace cart but with the added ability to be programmed and explicitly control which direction it takes when encountering switching track, would be kindof neat, but I don't think it would fit in with the core mod, really. I doubt it could be implemented with just the CC API either, though, as it would mean making a fundamentally new kind of turtle, not just equipping one with a new peripheral upgrade, so if anyone wanted to try to implement it, they would have to decompile CC, and distributing it would require permission from Dan.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users