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Change the minecarts and rail system


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    Registered User commented
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    I support that.

    It was anounced that in Cave Update some caves will require remote farms to be built. And overall, caves will become wider, longer and more exploration-worthy.

    That definetly requires to use rails system a lot, especially in mid-game, when you don't have Elytra yet.

    That leads us to long-lasted problem - rail system is full of crunches:

    • You cannot connect minecarts
    • You cannot use furnace minecart as locomotive (or, in common case, you cannot use it for anything at all)
    • Rail turns orientation is somewhat unpredicatble.
    • Instead of normal railroad switch we have to rely on "get of the rails to the curved rail" approach, which sometimes (on lower speed) leads to turning instead of going forward.
    • There's no proper way to do plain X-crossroad
    • Portals and minecarts... sorry, but implementation of this interraction just seems unfinished and somewhat lazy.
    • Minecarts are bouncing llike rubber balls. It's easier to push minecart away than land in it.
    • Problem with unloaded chunks and minecarts with chests.
    • Ejection on power rails is hard to predict - you have to remember positioning (s/w/n/e) to understand where will you be unloaded. (I just cannot recall how many times I was unloaded into the void because game descided that space with no floor 1 block behind the wall is better than nearby floor on the other side of the rails.
    • and etc...


  • 0
    Registered User commented
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    What do you have in mind?