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Well, i was thinking if this would be too much for a fork of Quark, but given the "near-vanilla" purpose and the fact that a form of minecart linking already exists on Quark, i decided to go ahead to do this request.
Basically, the linking system present on Quark, at least for minecarts, isn't much of use due to the "rubber-band" effect that the link between the carts, what does fully-automated minecart railroads not much praticable.
This isn't a specific Quark thing, most of the mods (native either on Forge or Fabric) that deal with the same thing have similar issues. Here's a footage from one Fabric mod that have similar issues:
8mb.video-6tG-UfptuEZq.mp4comp_cammie.mp4
What i propose is to revamp the minecart linkage system to be more similar to TrainCarts, a Bukkit/Spigot plugin that implement the physics of this with near-perfection. Here's a video showing how it works:
Not only this tight-link physics allows for better automation of railroads, but also it comes with a system (based on signs due to bukkit limitations) that allows quick creation of stations, points to automatically eject entities, junctions, and so on, that greatly improve the usefullness of minecarts. Of course not all of the features should be added to RoTN Quark, but the better linkage physics and a way to make a station, either by a similar sign system or with a new rail block that stops the whole "train" until a redstone signal went ON is enough to make things work with them.
Also the "trains" have an option to load the chunks they are in (and ones that they are heading to), that allows for long-distance roads to made.
The text was updated successfully, but these errors were encountered:
Well, i was thinking if this would be too much for a fork of Quark, but given the "near-vanilla" purpose and the fact that a form of minecart linking already exists on Quark, i decided to go ahead to do this request.
Basically, the linking system present on Quark, at least for minecarts, isn't much of use due to the "rubber-band" effect that the link between the carts, what does fully-automated minecart railroads not much praticable.
This isn't a specific Quark thing, most of the mods (native either on Forge or Fabric) that deal with the same thing have similar issues. Here's a footage from one Fabric mod that have similar issues:
8mb.video-6tG-UfptuEZq.mp4
comp_cammie.mp4
What i propose is to revamp the minecart linkage system to be more similar to TrainCarts, a Bukkit/Spigot plugin that implement the physics of this with near-perfection. Here's a video showing how it works:
comp_traincarts.mp4
https://www.youtube.com/watch?v=dxV88kmFwP4
Not only this tight-link physics allows for better automation of railroads, but also it comes with a system (based on signs due to bukkit limitations) that allows quick creation of stations, points to automatically eject entities, junctions, and so on, that greatly improve the usefullness of minecarts. Of course not all of the features should be added to RoTN Quark, but the better linkage physics and a way to make a station, either by a similar sign system or with a new rail block that stops the whole "train" until a redstone signal went ON is enough to make things work with them.
Also the "trains" have an option to load the chunks they are in (and ones that they are heading to), that allows for long-distance roads to made.
The text was updated successfully, but these errors were encountered: