Suggestion: Minecart with Storage (requires Hopper) #3113
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Reference: your-land/bugtracker#3113
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As a solo miner, getting resources from your own mine(not public mines) to your base (in the wild not plot) is a very redundant task. I wish to have minecart with storage (requires Hopper
Minecart
Minecart, the lean railway transportation automation system
https://content.minetest.net/packages/joe7575/minecart/
For Hopper:
Hopper
Adds hoppers to transport items between chests/furnace etc.
https://content.minetest.net/packages/FaceDeer/hopper/
i feel like carts are pretty terrible currently, but i'm not convinced these mods actually solve any pressing problems.
apologies for being so negative towards all the suggestions, i just feel like a lot of mods add more problems than solutions.
Carts need a better implementation. I'm looking towards the async env in this case.
Better an idea to be had and then turned down, than not having the idea at all. Both the idea and the opinion have value. Maybe his basic idea is good, but comes with a drawback. I'd never have had the idea in the first place and can't see how to remove the drawback and turn it down. You'd also never have had the idea, but you do see how to remove the drawback. Three cooks, one pot. Suddenly a solution :D
Hoppers do transport items slower than pipeworks tubes, especially if chained.
Also afaik there are 2 Hopper mods and I think Facedeer´s version doesn´t support attaching tubes.
Shouldn´t be added until there is a decision about keeping/replacing pipeworks.
your-land/administration#112
Carts in general work not very well. This mod claims to be able to deal with it, but that's not easy...especially considering our usual mining depths of -4k.
I've seen such transportation systems used in advtrains at least on the server Tunnelers' Abyss; but even there and by train enthusiasts mostly as a way to play with the feature, not as a really economic way of transporting things.
Perhaps this is something you can best enjoy in singleplayer mode with advtrains. It can be a lot of fun to set up there! Just...don't expect it to be really useful. But then, we do build houses even though there is no weather we need to protect ourshelves from.
We can try to simulate every aspect of Minecraft in Minetest using a zillion of new mods...
Or we simply use what is already available in Minetest for desired functions. Teleprompting tubes already work perfectly for the function desired above. Who wants rail carts to transport their ores over thousands of meters into the domestic chests?
i'm pretty sure you mean what we call "teleporting tubes" in english? a teleprompter is a very different device.
pipeworks teleporting tubes are terrible in that they're unreliable over large distances when inventories are unloaded. not entirely; they do some forceloading stuff, but there's no possible guarantee that things get delivered.
tubelib is much better in that respect; either something is transferred between between inventories, or it's not. things only get lost when there's bullshit like "too many machines causes serialization to fail", and that's been fixed for years.
you underestimate the mania of train people. imagine a world where everything is better because it can MOVE AROUND ON RAILS. there is no other reason.
with less snark, providing 2 systems of doing something is sometimes justified even if all it does is provide more content. but adding redundant systems tilts the balance towards chaos, and i don't think "trains in minetest" is enough a reason, for most people, particularly because no-one has written a train mod that handles lag well. i've written some ideas elsewhere on possible ways to improve carts, but i have no estimate on when or if i'll want to work on that.
My comment was about the example, no matter what the teletubes are actually called. Sherkhan30452 wants a zillion new mods, but he doesn't know the possibilities yet, because he doesn't have a Mese maker priv yet.
Sure, new players like him have the right to dream and wish, but maybe they should first be made aware of the possibilities available?
flux, I know you would like to integrate elements of steampunk into YourLand. But that's why a cart system on rails for transports over long distances is still not ideal in this game.
i want a zillion new mods. like sherkan, i think this game is far from perfect, and i can see a lot of discrete ways it could be better. sherkan reads descriptions of mods on the content database and in the minetest forums. i've seen what other people have done and want to create better things.
experience (un?)fortunately has made me wary of most minetest mods, as they are too often developed in an experiential vacuum, and don't understand how to be compatible w/ the other people's work in the broader mod ecosphere.
i think tone of the great features of this game is in how much it can be used as an instructional tool - as a format for doing generic instruction, and also for teaching discrete lessons using mods, particularly w.r.t coding. =
i'm not sure i understand why this is addressed to me. i agree that this mod isn't a great fit for your-land, with the current state of the mod, the server, and the minetest engine. but the mod clearly has merits on its own, in other contexts. i was trying to say that i understood why some people might want it.