It could be possible to instead apply it to minecarts. Wax the wheels to make them go faster. Add copper to make them go slower. That could cause item creep though.
Yup hit the nail on the head with the copper rail idea. I had a similar idea to as it makes copper more useful and allows old contraptions to exist, but having oxidation determine the speed cap is genius.
Yea I'd prefer the redstone version, it could be sooo dynamic and seems like it would have some cool redstone uses - since it can be changed without rebuilding things
@@zhabiboss perhaps, to each their own. I am an intermediate redstoner so by no means is my opinion the correct one, I just think that having to add a specific signal strength to each rail is a bit tedious and bulky. Unless no input defaults to the original 8 bps speed then I think having less precision is a worthy trade off. Maybe combining alternating variants could average the speed for more control.
What if each level of oxidation also created an increasing level of visual wobble, where going too fast would kick you off the track (with full oxidation derailing at any speed)
Building on that how about diamond rails with really advanced hight quality properties or wood rail with low quality properties. Imagine netherite rails!
@@justcommenting8567this is the same game that has you punching floating trees, creatures that explode when they get close to you, living skeletons, portals that take you to hell, and a literal dragon. And you’re worried about diamonds not being a good conductor?
While not specifically seen in this video; I've seen Copper Rails as an idea for a cheaper Powered Rail (while repurposing Powered Rail to be Faster) ever since Copper is announced, aka a pretty popular idea all the way from 2020 at least.
@@Butterscotch_96 Not just that though, other than the fact that it logically doesn't make sense; Diamond Rails ALSO (and most importantly) doesn't make sense at all gameplay-wise either. Why add more arbitrary variants of rails that further complicates things and makes Minecarts more unintuitive in the process when both Copper Rails and the existing Gold Rails can already cover the potential purposes of those unnecessary rails all while simultaneously making/keeping Copper and Gold valuable for gameplay.
I fee like another comment said redstone rails would be better because you have more possible states and you can dynamically control them with redstone. But i think they should still be made out of copper but controlled with redstone.
@@ICE0124 From a practical perspective, I'd have to agree. I was looking at this from a thematic perspective, tying it into copper's main mechanic, and it seems believable that more heavily oxidized copper rails would be worse to drive on.
I doubt anyone else misses it and no little ones will understand, but the furnace minecart is my favorite thing in Minecraft. The amount of shenanigans I pulled off with it before redstone tracks, and even after, the faster railroad building, the redstone I still managed to work, THE FASTER RAILROAD BUILDING... All but a distant memory now... Those were some good times. Why can't we just bring that back and then it can push, and maybe pull for faster speeds with some chains for attachments, as like a short unbreakable stiff lead or something, and better fuel could even make to go even faster and pull harder, if it cooks for more than coal it could get a bigger boost and pull bigger trains but only last as long as coal or something, and we can have racecars, trains, and flying carts, and everyone can have something... Especially me😅🥰 Just give me my cart please😅💜 also, why would you really want to bring back minecarts breaking and derailing again?😅
absolutely agree on furnace minecarts, I used them several times when was transporting villagers (as well as other mobs) somewhere, as they are pretty cheap and do the job fairly well (well, most of the time, at least, in the current state they are slightly weird) I would love to see mojang allowing to put in them, for example, blaze powder, or gunpowder, or something similar to this, making furnace minecarts produce a lot more particles, noise, and ofc a lot more force
I agree with you, specially with the derailing mechanic, it was just an annoying bug, there's no reason to implement it on purpose, it would confuse and annoy people, and also make fast lateral rails impossible
@@RobopTH-cam if it derails consistently, it could even be a fun mechanic tho, allowing for separation of minecarts for example. Passenger carts go faster so they would derail while empty minecarts would just turn. You could then catch the derailed minecarts onto another track
I 95% agree. I think the corner derailing is an antifeature. Games are about escapism, and realism is usually the first victim in service of that. Let minecarts turn corners at silly speeds, because it creates fun.
There is another issue with minecarts turning corners at any speed. The raycasting algorithm used to detect the shape of the rail can loop back over the same rail multiple times if the speed of the minecart is high enough. This causes redundant processing and memory usage meaning it would actually be ideal for the raycast to eventually terminate and de-rail the cart before it crashes your game.
@@cubicmetre Surely the algorithm would just look however many rails ahead it needs to, e.g. 4 rails for 80 m/s. Why would seeing the same rail again make a difference?
@@deltamico I mean annoying for transportation, sure, the rollercoasters thing was annoying too, but the part when you were trying to make a minecart through the caves and and it would kept derrailing was the most annoying part
Alongside the copper rails as brakes, this mechanic would add really cool engineering. You'd have to have the Rollercoaster slow down as it entered turns, which would encourage right angle paths to maximize speed. Slopes would also need to be mitigated if vertical derailing was a thing (to prevent fall damage when flying off hill crests). Adding in elytra like collision damage would also incentivise long brakes at the end of paths. G force, at the bottom of hills, would probably be a step too far lol
Hi, there are a few errors in the video, but I totally agree with the suggested minecart changes. The power output of the rails is not a constant 4kW, but, since they are outputting constant force, proportional to the minecart speed. At 80m/s they are outputting 4kN*80m/s= around 240 hp. If the rails were limited to constant power output (with a force cap at very low velocities) instead of force output, the acceleration and terminal velocities would feel even more natural.
There is a rough modelling for electric motors where u assume the torque drops linearly with the rpm, so u have a peak torque a 0 rpm, 0 torque at a certain max rpm and theoretically even negative at higher speeds. Power is also not constant but has a maximum at half the max rpm. I think it would be a good option in this case
More realistic drag is an absolutely genius suggestion. I suggest keeping it linear until 8 m/s to make sure old physics are unchanged below the old speed cap
new rails really would be the perfect solution, as they can be made so their cart snapping is like that of the old rails, fixing another problem from the cart changes. The weathered copper rail idea especially is rad
15:03 Honestly, no. If Mojang wants to fix minecarts, they should do it right and implement all your suggestions. It's even an experimental snapshot, so not under time pressure and allowed to do bigger changes.
@@nqdoms Derailing used to be a thing in a snapshot back then, it was super annoying for people bc no one could make rollercoasters without derailing apparently
I think the derailing would make fewer people use minecarts, which kind of opposes the intent of changing how they work. The issue is that the only option to turn the mine cart is a 90 degree turn on one block, this means that even with the previous max speed, they still pull over 6.5gs when rounding corners. I think most players would get annoyed at this constraint when trying to build a transportation system, especially with all the other parts of the game that ignore real life physics (ex floating blocks or how much weight Steve can carry). I like most of the proposed changes, but don't think derailing would be well received
@@-fsa-3615 Derailing was only annoying because it happens so easily for very little in return (considering Minecarts didn't and still don't go fast anyways). Derailing would be better if it's reserved for the rail variant that goes fast (Boat in Blue Ice level of fast) so the normal Powered Rails would still have a use both in contraptions and transportation-- making the faster rail reserved for fast transportation in straight lines.
When you mentioned mine carts derailing if accelerating too fast, I had flashbacks to Dwarf Fortress. Yes, lets introduce Minecraft players to minecart !!FUN!!
Could also have hopper and maybe chest minecarts restricted to the old speed while regular minecarts can be faster, but the lack of consistency would be unintuitive. Hopefully Mojang takes on the ideas of copper rails I've seen, it would be a great solution to so many problems.
I could see rideable minecarts simply being faster than block-containing carts. Aerodynamics and general realism could be discarded to respect the magical nature of the blocks being immovable, even by gravity, outside of minecarts.
Love the ideas, but the only technical issue I see with making minecarts travel this fast is that chunk loading most likely won't be able to keep up on low/mid-range hardware or servers with loads of players. Other than that I do love the idea of adding copper rails with specific speed limits and having nice and fast golden rails :)
@@commander3494 still, 75 meters per second is equal to 75 blocks per second which is 8-9 chunks of lateral movement per second ignoring the chunks around the player, that’s going to heavily stress any lesser system into submission with ease
@@Jupue It would try to load all of them as it tries to load a certain radius around the player, plus each second has 20 game ticks so it would be in every individual chunk as well for a certain amount of time
@@Jupue Quick maths: 75 blocks/second / 16 blocks/chunk = 4.6875 chunks/second Default server load distance is 10 chunks, which means the player loads an area 21 chunks across (the one they're in plus 10 in each direction) 4.8875 * 21 = *_98.4375_*_ chunks loaded per second on average_
A dedicated new rail type was one of the first things I thought of when I saw the experimental minecart speed changes. Far too many things rely on the current minecart speed for a universal speed cap adjustment. Having either a new rail type *or* a new minecart type would allow players to have the best of both worlds, allowing for faster traversal via minecart *and* consistent speed for complex contraptions. Personally, I think a new rail type would allow for more flexibility in builds; but even just a minecart variant with a higher speed cap would be a big step forward.
12:37 that doesn't give a power output for the rail, speed and acceleration becomes more "expensive" the faster something is moving. Kinetic energy scales with velocity squared, so you can't give a power output. You could however give the energy every rail can give to the minecart, by N*M. So simply 4085J per rail
Agree, it would also make little sense in my opinion. In real life you can change both speed and curve radius to prevent it, but in mc the radius is fixed and already unrealistically tiny. Assuming the cart is empty the maximum allowed speed would be around 8 km/h
Derailing at corners would be a good idea SPECIFICALLY for a rail that goes incredibly fast, it's not really that complicated to know that a minecart that goes fast will derail especially when that cart goes faster than Boats on Blue Ice. Derailing at least in my case would make for a fair trade-off and would make the moderately fast rail practical while making the super fast rail mostly specific for straight rails (more or less like Boats on Ice).
Honestly some of the best constructive criticism and suggestions of the experimental features I've seen, really hope Mojang listens to folks like you about this
Really hope mojang considers the copper rail idea. Builders would get fast rails for transport and rollercoasters and stuff as well as cool degrading rails for stuff like old mineshafts and such. Redstoneers would get rails that move a precise and convenient speed, and have rails that can transport faster.
1:08 one small correction: Time in the real world is NOT infinitely divisible. It is quantized. There is such a thing as a smallest amount of time measurable. It's defined as the Planck time, named after physicist Max Planck. Planck time is roughly 10^-43 seconds. Quantum physics is fun stuff!
Time is infinitely divisible, but we cannot accurately measure it. Energy is quantised, which gives the Planck constant as the smallest division of energy but time, position and momentum are still very much continuous values. The only issue is, on the quantum scale, we cannot accurately measure a particles momentum and position together because of the discrete levels of energy. If we wanted to know a particles position, we would have to sacrifice the knowledge of its momentum and vice versa. The same holds true for any two related (continuous) measurements of a particle. The fallacy here is that measurement isn’t the same as the environment. Time, position and momentum are still continuous vectors (is time a vector?) even though measurements are quantised
@@Bzorlan thanks for the bump. I totally meant to respond to the other reply! The Planck time isn't only the smallest we can measure. It's the smallest unit of time that any meaningful physics can happen in. So to say that things are happening in smaller chunks of time...it's more of a belief than a scientific statement.
@@benp2291 Thanks for the intellectually stimulating comment! Alright, I'm about get deep, but it's all your fault...😆 In our 4-dimensional spacetime, position, time, and mass are all quantized, and so is momentum (which is a function of mass, time, and position). These aren't only technical limits of measurement; they are theoretical limits. Any attempt to measure smaller distances or smaller times by performing sufficiently high-energy collisions would result in black hole production. And greater energies would produce even bigger black holes. So what does it even mean to say, "Time is infinitely divisible"? These are more than just concepts or assumptions; they are fundamental limits of the universe, just like the speed of light (at least, as far as I am aware at this particular time in science -- I'm always open to updating my views!). We can imagine going faster than the speed of light, but that doesn't make it a real possibility. There's also Planck temperature, Planck mass, Planck energy, and a Planck force unit. They are like the pixels in a screen. Yes, we can claim that you can be halfway between two pixels, but the graphics card/GPU/VRAM can never utilize half a pixel. From the computer's perspective, there's no such thing as a distance smaller than a pixel, or a time shorter than the CPU clock rate. And this is true even if an AI program running on the machine believes that the screen is infinitely divisible and can conceptualize it. The concept only exists in our imagination (which is actually kinda cool). Anyway...I know it's not a perfect analogy :/ Euclidean spaces (infinitely smooth and divisible) were once assumed to be representative of reality, but this view has shifted over the past 120 years as quantum theory has developed. Although, for the scale at which we operate (and most of our technology), Euclidean and Newtonian physics are sufficient, regardless of being incomplete.
14:57 I think your view of "player expectations" comes from an engineering bias and not your average "I just want a fun coaster" player. Plus, it would be really unfun from a gameplay perspective if you try to make your railway back home faster only to realize it breaks entirely
@@morgancrystalline4746 I appreciate your point of view. What I'm trying to say, in other words, is that this is a video game where Steve can carry more gold than Hercules and eats wood inorder to craft. Let the silly block game have silly fast turns
@@nathanruiz3424 We all appreciate a good silly block game but the point of this video isn’t really just engineering realism, it’s more so about intuitive game design. Essentially what feels right, and is also balanced.
@@ItchyMagic Thank you for clarifying but I think I addressed this in my first comment. To be clear, I personally don't think carts flying off of corners is "intuitive" from a gameplay perspective. Imagine you build a railway from your base to a mineshaft, there are a few turns and hills, it goes through a forest and a river, it's scenic and fun if a little slow. From the mineshaft you find lots of gold, plenty to make your railway back home much faster, you don't mind the scenic route just wish it was faster. You finish replacing the regular rails with accelerator rail and are about to enjoy the prospects of your labor. You hop in your cart and prepare to take a faster scenic route... Until you are promptly thrown into the river. In this moment how would you feel? Happy that your favorite game implements such realistic physics? Or Frustrated that now there's a new variable that you have to account for AND you have to redesign your railway, either making it less scenic (probably including some terraforming) or less fast (so much for all the gold you found and already crafted into rails)?
I love the rails idea and was thinking the same thing as you about having multiple rails for different speeds. Love the over the top look at carts you did though, really funny but also something id love to see for MC. the roller coasters I used to build when I first was playing with minecarts back in the day would be epic with a cart system like this haha
The easiest solution imo is to just have different speed limits for different minecart types. Just have the hopper minecarts limited to their default 8 value and speed up the regular minecarts
Wow! I've always loved your content. But now going into things like fluid dynamics, that's just combining all the things I love. And really smart solutions to the issues.
0:35 What do you mean by "Mojang wants to change minecarts from being slow and precise"..? Minecart aren't precise now, and since when does Mojang want to make minecarts not precise?
By precise; they were specifically talking about its function with redstone contraptions, but yeah I don't get why he has to say as if the devs are specifically changing every function of Minecarts when all they did that could even remotely affect the "slow and precise" part is by introducing a gamerule for modifying the max speed.
By the way, some things were fixed in the latest snapshot. Carts don't clip to the center of the block; they are diagonal on curved tracks again; and they don't phase through blocks
I love your ideas. I hope Mojang takes at least *some* of them on board. Having to manage cornering speed would be fun and educational; a definite plus for the game.
One of my all time favorite mods Railcraft had a mechanic a bit different but serves a similar purpose with what you suggested. Beside standard Minecraft rails, there were also wooden ones (slower max speed) and high speed ones (much faster max speed), but if you try to make a turn with high speed ones, you needed to slow the card or it would de-rail.
I really like your idea, both the oxidized copper variants and the "unlimited" speed powered rails seem really interesting. I feel like both could open so many possibilites, if done properly in consistent and predictable manner.
Those are really nice ideas ! I love the copper rails. I think the thing is we all want faster and fun minecarts (even as technical players), but precise ones too, and these kind of changes are really hard to balance...I hope Mojang will see this kind of videos and take some of those good solutions. I want them to stop changing redstone though...they already broke update suppression which was only something technical players were interested in and it was already not easy to do...they need to stop !
Love this idea! It solves the best of both worlds, and creates a cool new use for copper in technical builds! I’m not sure about the derailing option though, as a normal player would not expect a Minecraft to derail. That might be fun for a technical player, but I think standard players wouldn’t want to use them.
Waxed power rails can be how we can speed up the max speed. More uses for waxing would be nice, with the waxing lowering friction, thus increase epeed in lore aka a mechanic explained by IRL physics
Best way to make minecarts faster (in my opinion): Copper rail idea suggested in this video Special types of rails that have more shallow turns/curves (like a real life train track) instead of a sudden 90 degree turn to avoid derailing but still have turns acceleration and max speed as mentioned in this video a bit controversial but rails should wear out over time if minecarts are constantly going fast over them more rail types to allow for loops etc for cool rollercoasters minecart trains, which are just loads of minecarts joined in a line (like train/rollercoaster carriages)
Ok at first I was going along with the copper rail for shits and giggles but you've convinced me. Your proposed changes (sounds aside) would be incredible!
10:35 I'm wondering if this is going too far Naaahhhh it's probably fine Also this video kinda turns into a Game Theory episode with all the mathematic graphs on physics of a object that exists in a unrealistic video game
i love you for simple reasons. You explains the game mecanics, it's changes, the problems it poses, AND you give a potential solution that makes sense within the game logic.
Easily the best solution ive seen, copper rail makes so much sense and I reallly like the oxidized feature as it really fits into the entire copper theme as well. And negates the need for powering rails to get the speed you want. I like this a lot.
I always wondered why they never implemented a gunpowder "trail" that you could place just like redstone and use to burn things or light TNT like a cartoon. I know it doesn't solve the redstone problem, but this comment reminded me of that idea.
You pulled out the ANSYS and physically reacted. On one hand that’s awesome using real life tools to solve fun theoretical problems. On the other it confirms MechE do bring physics into everything.
really like these suggestions and hope mojang takes note of some potential solutions to make minecarts more valuable for adventure/travel as well as finding solutions to limit their speed for the purpose of technical minecraft.....and copper needs more recipes anyways so this seems like the perfect set of solutions.
8:49 This is only true for turbulent flow, what it probably would be edit: no, it's not that easy as first is laminar flow, which has a more minecraft-like formula
The linear relation is only considered for ideal cases where the flow regime remains laminar for large velocity scales. In this case turbulence is going to take over very rapidly meaning the quadratic relation is a good enough approximation for the laminar regime before it goes turbulent.
@@cubicmetre I think it's not for large scales, but when there is laminar flow. But yeah, your system would be better then current minecraft. I'm also a fan of realistic rotation, shouldn't be that hard after all, at least with a constant moment of inertia
@@Richard-sk8fv I'm pretty sure he studied in university or at least graduated in high school. Else, he wouldn't know or understand these formulas. If you haven't graduated in high school or you're bad in physics, don't feel bad not understanding what we're talking about 🙂
@@guitaekm2 Oh my gosh, woww, no wonder I only see your comments being replied to, no wonder you both have the same knowledge, and yeah thank you 😅 I really don't understand
This seems like the perfect addition and your well put together reasoning behind the changes you proposed could very well make Mojang consider implementing them.
The changes proposed in this video are so intuitive and so right! I hope Mojang is lurking here somewhere and taking notes, as I'd love to see this implemented into vanilla. :)
Bro isn't cooking, he's preparing an entire buffet. Ever since seeing this minecart snapshot i have always believed that the solution would've resided in allowing the player to "overcome" the old speed limit by combining the minecart and a gold ingot inside the smithing table - thus ensuring backwards compatibility with the old minecart mechanics but, if i have to be honest, i am extremely intrigued by the idea of using copper rails as a speed control mechanism in the game for that would not only allow for new farm designs that were not possible before but also it would allow creators to make more realistic and immersive rollecoasters! I absolutely endorse this concept and i would love to see it in a upcoming snapshot!
I know it's a Minecraft video but I don't think you did a great job explaining how a linear recurrence relation and a quadratic differential equation behave. I found the bit comparing their graphs on desmos confusing especially because they are drag forces so the higher the values the more they slow you down. I don't think it is initiative to someone who hasn't dealt with recurrence relations before or someone who isn't familiar with drag (as the 2 equations are shown side by side despite one being a force equation and the other being a velocity recurrence relation). I think it would have made more sense to compare the resulting velocity curves (i.e. solving both and plotting the resulting function or just iteratively generating the values) like you showed briefly. The velocity and acceleration curves are what makes it feel natural not the order of one part of the recurrence relation. Overall great video and I really like the idea for a variable copper powered rail. Edit: Haven't done this maths for a while but I believe the solution to Minecraft's model is v=D*P(1-D^t)/(1-D) I don't think your model has a solution (or atleast not one easy enough for me to find because it is a quadratic first order recurrence relation) so you would have to use an approximation and compare their curves.
i was thinking of letting the minecarts go like the new features and the hopper and chest minecart go like the normal old implementation. so nothing or almost nothing would break, but your idea is soooo much better :D
Only up to the copper rail suggestion so far, but what you're saying is making a lot of sense! Have a comment to boost this video, hopefully the algorithm picks up on it to spread it to more users. :] Great video! Edit: The copper rail also sounds like something straight out of Create, what with the idea of artificial limits--especially if it allows the player to choose how high or low those limits are. That instantly makes it fantastic in my book.
The solution I see which could be interesting for the tech community is to enforce determinism by computing in advance the interactions between the track and the cart. That way the interactions are not conditional of the speed of the cart. I really loved the last part of the video where you dive into game design ideas, it's very refreshing. I'm a game developer conceptualizing how I will integrate minecarts into my game, this is the solution I will implement.
The speed increase is also something that will mostly affect people tampering with their gameplay with commands. So it will mostly not affect people playing "vanilla". What really needs to change imo is adding a sort of wagon system where you can link carts, the ability to make crossroads, adding braking rails that can also launch a cart again on power (like your copper rails), the ability to use different fuels than coal that might add more speed and making them more immersive in general. Something I'd also be fond of would be allowing players, just like in boats, to have two seats in an empty cart. Functional ones could still only take one type of block and storage ones could maybe take a double chest instead then.
i just love how the redstone community fixes things that mojang took months to get to experimental, in a few days XD the good thing is, mojang knows this and with these updates they heavily rely on our feedback. so thanks Cubic - copper Rails !!!!!!!
These are the best ideas we've had so far on this problem. Would also make the game for casuals a bit more tecnical but still fun because minecarts are funnier now
the copper rail suggestions would actually be perfect
It could be possible to instead apply it to minecarts.
Wax the wheels to make them go faster. Add copper to make them go slower.
That could cause item creep though.
Mojang would never take good suggestions 😂
@@jimcobbler3954 I think a simpler solution would be to have copper minecarts that are faster than iron, they could even oxidize to become slower
if they only change regular minecarts and not hopper/chest minecarts it would also be fine
It's too perfect, Mojang would never 😂
A minecart going at 270km/h straight at you is the stuff of nightmares
Just a big chunk of metal traveling 167.7702219mp/h
Nobody can stop the A Train.
MINECRAFT VILLAGE
240 BLOCKS
5 BLOCK RAMP
9 MINECART SPAWN
* *20 Seconds Later* *
FIRE
* *Village gets destroyed soon after* *
And if it really is multiple tons heavy, you would basically burn to ashes if it hits you.
What is a km
1:00 holy shit he said the line
cubicmetre mentioned???
revolutionary
Wait did he actually just reference my favourite youtuber cubicmetre? love that guy, hope he can collab soon!
1:29 too
I loved when cubicmetre said "It's cubicmetre time!" and calculated terminal velocity of a minecart
The start: "Haha this dude used physics in a block game!"
The end: "What the heck this makes sense, Mojang do this pls"
Fr
im praying that this gets added
HII SIR CLUCKETY
@@RedstoneSteveYT haha!! HI REDSTONE STEVE!!!
@@SirClucketyFancy seeing you here! I had to do a double take after seeing your pfp!
Yup hit the nail on the head with the copper rail idea. I had a similar idea to as it makes copper more useful and allows old contraptions to exist, but having oxidation determine the speed cap is genius.
The issue is that there will be less states for the the rail, the redstone implementation seems better, since there are 4 times as many states
Yea I'd prefer the redstone version, it could be sooo dynamic and seems like it would have some cool redstone uses - since it can be changed without rebuilding things
Why not both? @@zhabiboss
@@zhabiboss perhaps, to each their own. I am an intermediate redstoner so by no means is my opinion the correct one, I just think that having to add a specific signal strength to each rail is a bit tedious and bulky. Unless no input defaults to the original 8 bps speed then I think having less precision is a worthy trade off. Maybe combining alternating variants could average the speed for more control.
What if each level of oxidation also created an increasing level of visual wobble, where going too fast would kick you off the track (with full oxidation derailing at any speed)
0:57 "The world is subdivided into Cubicmeter volumes"
Dude's got a volume unit named after him!
he is the euler of minecraft
Fluid dynamics in Minecraft is crazy
real
Even the air is just a bunch of cubes
Cubic meters to be precise
We got fluid dynamics in Minecraft before GTA VI
@@Faroshkas 😐
Bro has a PHD in minecart engineering
@@OstronX???? I think he just studied engineering, no master yet. And the guy made a joke, obviously..
I mean the guy made a wireless "quantum" communication network protocol in Minecraft
If that ai'nt PhD worthy, idk what is
@@OstronXp sure he just has an undergrad
i can't believe i hadn't even heard of the copper rail idea i love that like genuinely that could be so useful
Building on that how about diamond rails with really advanced hight quality properties or wood rail with low quality properties. Imagine netherite rails!
@@deepkhamaru diamond is not an optimal conductor of electricity. go read up on your condensed matter physics
@@justcommenting8567this is the same game that has you punching floating trees, creatures that explode when they get close to you, living skeletons, portals that take you to hell, and a literal dragon. And you’re worried about diamonds not being a good conductor?
While not specifically seen in this video; I've seen Copper Rails as an idea for a cheaper Powered Rail (while repurposing Powered Rail to be Faster) ever since Copper is announced, aka a pretty popular idea all the way from 2020 at least.
@@Butterscotch_96 Not just that though, other than the fact that it logically doesn't make sense; Diamond Rails ALSO (and most importantly) doesn't make sense at all gameplay-wise either.
Why add more arbitrary variants of rails that further complicates things and makes Minecarts more unintuitive in the process when both Copper Rails and the existing Gold Rails can already cover the potential purposes of those unnecessary rails all while simultaneously making/keeping Copper and Gold valuable for gameplay.
I love the idea of the oxidized copper for different speed limits.
All of your ideas here would be great to see in a mod if Mojang doesn't add them.
It would be very cohesive with copper bulbs, too!
it would make the manufacturing of once-oxidized rails quite fun
gotta make em, then oxidize them once, wax em, and then collect them.
I fee like another comment said redstone rails would be better because you have more possible states and you can dynamically control them with redstone. But i think they should still be made out of copper but controlled with redstone.
just a worse idea than controlling it with redstone
@@ICE0124 From a practical perspective, I'd have to agree. I was looking at this from a thematic perspective, tying it into copper's main mechanic, and it seems believable that more heavily oxidized copper rails would be worse to drive on.
seems like being able to shoot minecarts into the stratosphere is one of the few good changes amongst all the other redstone breaking ones
They fixed most of the issues today
It seems most of the breaking changes were unintentional
@@Catterjeeo the quasi connectivity and stuff?
@@nebula391 Yes they explicitly said they were going to adress the issues with that later
@@atshame6712 good :)
0:06 bro was sent into the sun
Crimson dynamo headass 😭
good observation
😂
bro was blasted off again
lol
I doubt anyone else misses it and no little ones will understand, but the furnace minecart is my favorite thing in Minecraft. The amount of shenanigans I pulled off with it before redstone tracks, and even after, the faster railroad building, the redstone I still managed to work, THE FASTER RAILROAD BUILDING... All but a distant memory now... Those were some good times. Why can't we just bring that back and then it can push, and maybe pull for faster speeds with some chains for attachments, as like a short unbreakable stiff lead or something, and better fuel could even make to go even faster and pull harder, if it cooks for more than coal it could get a bigger boost and pull bigger trains but only last as long as coal or something, and we can have racecars, trains, and flying carts, and everyone can have something... Especially me😅🥰 Just give me my cart please😅💜 also, why would you really want to bring back minecarts breaking and derailing again?😅
i just like furnace minecarts bc it helps me push villagers up ramps easier when i don’t quite have enough gold or redstone to craft the powered rails
absolutely agree on furnace minecarts, I used them several times when was transporting villagers (as well as other mobs) somewhere, as they are pretty cheap and do the job fairly well (well, most of the time, at least, in the current state they are slightly weird)
I would love to see mojang allowing to put in them, for example, blaze powder, or gunpowder, or something similar to this, making furnace minecarts produce a lot more particles, noise, and ofc a lot more force
I agree with you, specially with the derailing mechanic, it was just an annoying bug, there's no reason to implement it on purpose, it would confuse and annoy people, and also make fast lateral rails impossible
@@RobopTH-cam if it derails consistently, it could even be a fun mechanic tho, allowing for separation of minecarts for example. Passenger carts go faster so they would derail while empty minecarts would just turn. You could then catch the derailed minecarts onto another track
@@fojtikv maybe, but for what I have seen (with mods that make minecarts faster) it's just extremely annoying
I 95% agree. I think the corner derailing is an antifeature. Games are about escapism, and realism is usually the first victim in service of that. Let minecarts turn corners at silly speeds, because it creates fun.
There is another issue with minecarts turning corners at any speed. The raycasting algorithm used to detect the shape of the rail can loop back over the same rail multiple times if the speed of the minecart is high enough. This causes redundant processing and memory usage meaning it would actually be ideal for the raycast to eventually terminate and de-rail the cart before it crashes your game.
@@cubicmetre Surely the algorithm would just look however many rails ahead it needs to, e.g. 4 rails for 80 m/s. Why would seeing the same rail again make a difference?
I hate coming home from my 9 to 5 minecart job and going into minecraft and having them derail!!!!
God!!!!!!!!
@@cubicmetrewhat did you use for the simulation?
They tried a derailing mechanic on another snapshot, it definitely did not work.
Mojang actually had minecarts derail in a really old snapshot and nobody liked it because their rollercoasters broke
People didn't like it because it was annoying, not because it broke rollercoasters
breaking rollercoasters is what makes it annoying though
Yeah, that's the only idea I don't like
@@deltamico I mean annoying for transportation, sure, the rollercoasters thing was annoying too, but the part when you were trying to make a minecart through the caves and and it would kept derrailing was the most annoying part
Alongside the copper rails as brakes, this mechanic would add really cool engineering. You'd have to have the Rollercoaster slow down as it entered turns, which would encourage right angle paths to maximize speed. Slopes would also need to be mitigated if vertical derailing was a thing (to prevent fall damage when flying off hill crests). Adding in elytra like collision damage would also incentivise long brakes at the end of paths. G force, at the bottom of hills, would probably be a step too far lol
Hi, there are a few errors in the video, but I totally agree with the suggested minecart changes. The power output of the rails is not a constant 4kW, but, since they are outputting constant force, proportional to the minecart speed. At 80m/s they are outputting 4kN*80m/s= around 240 hp. If the rails were limited to constant power output (with a force cap at very low velocities) instead of force output, the acceleration and terminal velocities would feel even more natural.
There is a rough modelling for electric motors where u assume the torque drops linearly with the rpm, so u have a peak torque a 0 rpm, 0 torque at a certain max rpm and theoretically even negative at higher speeds. Power is also not constant but has a maximum at half the max rpm. I think it would be a good option in this case
More realistic drag is an absolutely genius suggestion.
I suggest keeping it linear until 8 m/s to make sure old physics are unchanged below the old speed cap
new rails really would be the perfect solution, as they can be made so their cart snapping is like that of the old rails, fixing another problem from the cart changes. The weathered copper rail idea especially is rad
that oxidized rail solution is so elegant and fun im honestly disappointed that it probably won’t be a thing
14:20 Favourite moment
same
15:03 Honestly, no. If Mojang wants to fix minecarts, they should do it right and implement all your suggestions. It's even an experimental snapshot, so not under time pressure and allowed to do bigger changes.
Agreed, all of these changes are very valuable esp the derailing one will make minecart tracks more interesting to build
@@nqdoms Derailing used to be a thing in a snapshot back then, it was super annoying for people bc no one could make rollercoasters without derailing apparently
I think the derailing would make fewer people use minecarts, which kind of opposes the intent of changing how they work. The issue is that the only option to turn the mine cart is a 90 degree turn on one block, this means that even with the previous max speed, they still pull over 6.5gs when rounding corners. I think most players would get annoyed at this constraint when trying to build a transportation system, especially with all the other parts of the game that ignore real life physics (ex floating blocks or how much weight Steve can carry). I like most of the proposed changes, but don't think derailing would be well received
@@-fsa-3615 Derailing was only annoying because it happens so easily for very little in return (considering Minecarts didn't and still don't go fast anyways).
Derailing would be better if it's reserved for the rail variant that goes fast (Boat in Blue Ice level of fast) so the normal Powered Rails would still have a use both in contraptions and transportation-- making the faster rail reserved for fast transportation in straight lines.
This is such a good idea... and therefore will never be added lol
Mojang moment
hi mistry ore :p
My thoughts exactly
I mean we got slime stone
U know the derailing feature was actually added? The community hated it so they reverted it.
When you mentioned mine carts derailing if accelerating too fast, I had flashbacks to Dwarf Fortress.
Yes, lets introduce Minecraft players to minecart !!FUN!!
I want pipeline grinding in minecraft
i had flashblacks of railcraft
never ever trust a dwarf fortress player to tell you what is "fun"
But we're so honest about it, we even indicate what type of !!FUN!!
Could also have hopper and maybe chest minecarts restricted to the old speed while regular minecarts can be faster, but the lack of consistency would be unintuitive. Hopefully Mojang takes on the ideas of copper rails I've seen, it would be a great solution to so many problems.
I could see rideable minecarts simply being faster than block-containing carts. Aerodynamics and general realism could be discarded to respect the magical nature of the blocks being immovable, even by gravity, outside of minecarts.
What if you want to move items a long distance, wouldn't it be annoying then?
That seems like a bandaid fix, not that good imo. Copper rails would be so much cooler
Heck no. Being able to transport tons of items at speed is a huge upside for minecarts.
Love the ideas, but the only technical issue I see with making minecarts travel this fast is that chunk loading most likely won't be able to keep up on low/mid-range hardware or servers with loads of players. Other than that I do love the idea of adding copper rails with specific speed limits and having nice and fast golden rails :)
Well since the chunks have to already be generated to have rails in them it should be fine. Just loading chunks isn't really that slow
@@commander3494 still, 75 meters per second is equal to 75 blocks per second which is 8-9 chunks of lateral movement per second ignoring the chunks around the player, that’s going to heavily stress any lesser system into submission with ease
@@MegaMiley would it load All the chunks or would it just lord ever 4th because it technically never enters the others?
@@Jupue It would try to load all of them as it tries to load a certain radius around the player, plus each second has 20 game ticks so it would be in every individual chunk as well for a certain amount of time
@@Jupue Quick maths:
75 blocks/second / 16 blocks/chunk = 4.6875 chunks/second
Default server load distance is 10 chunks, which means the player loads an area 21 chunks across (the one they're in plus 10 in each direction)
4.8875 * 21 = *_98.4375_*_ chunks loaded per second on average_
A dedicated new rail type was one of the first things I thought of when I saw the experimental minecart speed changes. Far too many things rely on the current minecart speed for a universal speed cap adjustment. Having either a new rail type *or* a new minecart type would allow players to have the best of both worlds, allowing for faster traversal via minecart *and* consistent speed for complex contraptions.
Personally, I think a new rail type would allow for more flexibility in builds; but even just a minecart variant with a higher speed cap would be a big step forward.
13:51 Maybe this could be what the gamerule is used for, to determine what speed derailing should occur at
12:37 that doesn't give a power output for the rail, speed and acceleration becomes more "expensive" the faster something is moving. Kinetic energy scales with velocity squared, so you can't give a power output. You could however give the energy every rail can give to the minecart, by N*M. So simply 4085J per rail
good catch!
People really dont want minecarts derailing, its too complicated for most people to want to deal with
Especially since it was one of the original ideas that Mojang worked on but decided against during early development.
Agree, it would also make little sense in my opinion. In real life you can change both speed and curve radius to prevent it, but in mc the radius is fixed and already unrealistically tiny. Assuming the cart is empty the maximum allowed speed would be around 8 km/h
Yeah, Minecart derailing would cause more issues and ruin more things.
@@amirhosseinmaghsoodi388 yep, 14w11a if you wanna try it out
Derailing at corners would be a good idea SPECIFICALLY for a rail that goes incredibly fast, it's not really that complicated to know that a minecart that goes fast will derail especially when that cart goes faster than Boats on Blue Ice.
Derailing at least in my case would make for a fair trade-off and would make the moderately fast rail practical while making the super fast rail mostly specific for straight rails (more or less like Boats on Ice).
wait this is actually such a good idea, i loved the physics and copper rail ideas
i've never been so interested in minecarts
I want those copper rails so bad now.
1:31 roll the credits
Honestly some of the best constructive criticism and suggestions of the experimental features I've seen, really hope Mojang listens to folks like you about this
13:57 "yup, that's me. You might be wondering how I got into this situation"
Really hope mojang considers the copper rail idea. Builders would get fast rails for transport and rollercoasters and stuff as well as cool degrading rails for stuff like old mineshafts and such. Redstoneers would get rails that move a precise and convenient speed, and have rails that can transport faster.
1:08 one small correction:
Time in the real world is NOT infinitely divisible. It is quantized. There is such a thing as a smallest amount of time measurable. It's defined as the Planck time, named after physicist Max Planck. Planck time is roughly 10^-43 seconds. Quantum physics is fun stuff!
Time is infinitely divisible, but we cannot accurately measure it.
Energy is quantised, which gives the Planck constant as the smallest division of energy but time, position and momentum are still very much continuous values. The only issue is, on the quantum scale, we cannot accurately measure a particles momentum and position together because of the discrete levels of energy. If we wanted to know a particles position, we would have to sacrifice the knowledge of its momentum and vice versa. The same holds true for any two related (continuous) measurements of a particle.
The fallacy here is that measurement isn’t the same as the environment. Time, position and momentum are still continuous vectors (is time a vector?) even though measurements are quantised
That doesn't mean that time moves in steps of planck time. Same as how atoms don't move in planck lengths.
It's just the smallest we can measure
@@Bzorlan thanks for the bump. I totally meant to respond to the other reply!
The Planck time isn't only the smallest we can measure. It's the smallest unit of time that any meaningful physics can happen in. So to say that things are happening in smaller chunks of time...it's more of a belief than a scientific statement.
@@benp2291 Thanks for the intellectually stimulating comment! Alright, I'm about get deep, but it's all your fault...😆
In our 4-dimensional spacetime, position, time, and mass are all quantized, and so is momentum (which is a function of mass, time, and position). These aren't only technical limits of measurement; they are theoretical limits. Any attempt to measure smaller distances or smaller times by performing sufficiently high-energy collisions would result in black hole production. And greater energies would produce even bigger black holes. So what does it even mean to say, "Time is infinitely divisible"? These are more than just concepts or assumptions; they are fundamental limits of the universe, just like the speed of light (at least, as far as I am aware at this particular time in science -- I'm always open to updating my views!). We can imagine going faster than the speed of light, but that doesn't make it a real possibility.
There's also Planck temperature, Planck mass, Planck energy, and a Planck force unit. They are like the pixels in a screen. Yes, we can claim that you can be halfway between two pixels, but the graphics card/GPU/VRAM can never utilize half a pixel. From the computer's perspective, there's no such thing as a distance smaller than a pixel, or a time shorter than the CPU clock rate. And this is true even if an AI program running on the machine believes that the screen is infinitely divisible and can conceptualize it. The concept only exists in our imagination (which is actually kinda cool). Anyway...I know it's not a perfect analogy :/
Euclidean spaces (infinitely smooth and divisible) were once assumed to be representative of reality, but this view has shifted over the past 120 years as quantum theory has developed. Although, for the scale at which we operate (and most of our technology), Euclidean and Newtonian physics are sufficient, regardless of being incomplete.
4:10 - that's really cool! I never knew this was possible
>The world is subdivided into cubic meter volumes 0:59
Alright cubicmeter, I see you. I see you.
14:57 I think your view of "player expectations" comes from an engineering bias and not your average "I just want a fun coaster" player. Plus, it would be really unfun from a gameplay perspective if you try to make your railway back home faster only to realize it breaks entirely
exactly
I mean, when he says player expectations there, what I'm hearing is "how to allow fast minecarts without them looking very silly when taking turns"
@@morgancrystalline4746 I appreciate your point of view. What I'm trying to say, in other words, is that this is a video game where Steve can carry more gold than Hercules and eats wood inorder to craft.
Let the silly block game have silly fast turns
@@nathanruiz3424 We all appreciate a good silly block game but the point of this video isn’t really just engineering realism, it’s more so about intuitive game design. Essentially what feels right, and is also balanced.
@@ItchyMagic Thank you for clarifying but I think I addressed this in my first comment. To be clear, I personally don't think carts flying off of corners is "intuitive" from a gameplay perspective. Imagine you build a railway from your base to a mineshaft, there are a few turns and hills, it goes through a forest and a river, it's scenic and fun if a little slow. From the mineshaft you find lots of gold, plenty to make your railway back home much faster, you don't mind the scenic route just wish it was faster. You finish replacing the regular rails with accelerator rail and are about to enjoy the prospects of your labor. You hop in your cart and prepare to take a faster scenic route... Until you are promptly thrown into the river.
In this moment how would you feel?
Happy that your favorite game implements such realistic physics?
Or Frustrated that now there's a new variable that you have to account for AND you have to redesign your railway, either making it less scenic (probably including some terraforming) or less fast (so much for all the gold you found and already crafted into rails)?
I love the rails idea and was thinking the same thing as you about having multiple rails for different speeds. Love the over the top look at carts you did though, really funny but also something id love to see for MC. the roller coasters I used to build when I first was playing with minecarts back in the day would be epic with a cart system like this haha
The easiest solution imo is to just have different speed limits for different minecart types. Just have the hopper minecarts limited to their default 8 value and speed up the regular minecarts
This was so good. Great ideas and sugestions for Mojang!
Wow! I've always loved your content. But now going into things like fluid dynamics, that's just combining all the things I love. And really smart solutions to the issues.
0:35 What do you mean by "Mojang wants to change minecarts from being slow and precise"..? Minecart aren't precise now, and since when does Mojang want to make minecarts not precise?
By precise; they were specifically talking about its function with redstone contraptions, but yeah I don't get why he has to say as if the devs are specifically changing every function of Minecarts when all they did that could even remotely affect the "slow and precise" part is by introducing a gamerule for modifying the max speed.
14:27 I suggest a beacon like structure placed around rails, a hyperloop that would boost the Minecart to ridiculous speeds
By the way, some things were fixed in the latest snapshot. Carts don't clip to the center of the block; they are diagonal on curved tracks again; and they don't phase through blocks
I love your ideas. I hope Mojang takes at least *some* of them on board. Having to manage cornering speed would be fun and educational; a definite plus for the game.
8:03 400m/s??? so minecarts can currently go supersonic? lmfao
One of my all time favorite mods Railcraft had a mechanic a bit different but serves a similar purpose with what you suggested. Beside standard Minecraft rails, there were also wooden ones (slower max speed) and high speed ones (much faster max speed), but if you try to make a turn with high speed ones, you needed to slow the card or it would de-rail.
9:30 Desmos jumpscare 😨
I really like your idea, both the oxidized copper variants and the "unlimited" speed powered rails seem really interesting. I feel like both could open so many possibilites, if done properly in consistent and predictable manner.
7:25
aerospace engineers being neglected
Those are really nice ideas ! I love the copper rails. I think the thing is we all want faster and fun minecarts (even as technical players), but precise ones too, and these kind of changes are really hard to balance...I hope Mojang will see this kind of videos and take some of those good solutions. I want them to stop changing redstone though...they already broke update suppression which was only something technical players were interested in and it was already not easy to do...they need to stop !
6:30 yoooo, now THATS innovative!
I love the copper rail suggestions! Great video!!
First 10 seconds of the video:
Casually launching a villager into the Sun
Love this idea! It solves the best of both worlds, and creates a cool new use for copper in technical builds! I’m not sure about the derailing option though, as a normal player would not expect a Minecraft to derail. That might be fun for a technical player, but I think standard players wouldn’t want to use them.
Came for Minecraft, Stayed for aero dynamics
Waxed power rails can be how we can speed up the max speed. More uses for waxing would be nice, with the waxing lowering friction, thus increase epeed in lore aka a mechanic explained by IRL physics
i could have seen that coming....
Best way to make minecarts faster (in my opinion):
Copper rail idea suggested in this video
Special types of rails that have more shallow turns/curves (like a real life train track) instead of a sudden 90 degree turn to avoid derailing but still have turns
acceleration and max speed as mentioned in this video
a bit controversial but rails should wear out over time if minecarts are constantly going fast over them
more rail types to allow for loops etc for cool rollercoasters
minecart trains, which are just loads of minecarts joined in a line (like train/rollercoaster carriages)
I like how it slowly feels more and more like an april fools vid
We coincidentally have similar profile pics!
Ok at first I was going along with the copper rail for shits and giggles but you've convinced me. Your proposed changes (sounds aside) would be incredible!
10:35 I'm wondering if this is going too far
Naaahhhh it's probably fine
Also this video kinda turns into a Game Theory episode with all the mathematic graphs on physics of a object that exists in a unrealistic video game
i love you for simple reasons.
You explains the game mecanics, it's changes, the problems it poses, AND you give a potential solution that makes sense within the game logic.
3:45 it wouldve been so funny to start talking in slow motion
Easily the best solution ive seen, copper rail makes so much sense and I reallly like the oxidized feature as it really fits into the entire copper theme as well. And negates the need for powering rails to get the speed you want. I like this a lot.
Bro turned it into a science video.
props for using ansys I never enjoyed using that software
Also for the new redstone changes maybe they should just add a variant of redstone dust that doesn't have all the block updates.
Bluestone
Could be something like a copper cable
I always wondered why they never implemented a gunpowder "trail" that you could place just like redstone and use to burn things or light TNT like a cartoon. I know it doesn't solve the redstone problem, but this comment reminded me of that idea.
You pulled out the ANSYS and physically reacted. On one hand that’s awesome using real life tools to solve fun theoretical problems. On the other it confirms MechE do bring physics into everything.
When mojang doesn't do this I would greatly appreciate a mod for this
really like these suggestions and hope mojang takes note of some potential solutions to make minecarts more valuable for adventure/travel as well as finding solutions to limit their speed for the purpose of technical minecraft.....and copper needs more recipes anyways so this seems like the perfect set of solutions.
8:49 This is only true for turbulent flow, what it probably would be edit: no, it's not that easy as first is laminar flow, which has a more minecraft-like formula
The linear relation is only considered for ideal cases where the flow regime remains laminar for large velocity scales. In this case turbulence is going to take over very rapidly meaning the quadratic relation is a good enough approximation for the laminar regime before it goes turbulent.
@@cubicmetre I think it's not for large scales, but when there is laminar flow. But yeah, your system would be better then current minecraft. I'm also a fan of realistic rotation, shouldn't be that hard after all, at least with a constant moment of inertia
I like watching the videos, but reading your and his comments, I don't understand anything at all.@@guitaekm2
@@Richard-sk8fv I'm pretty sure he studied in university or at least graduated in high school. Else, he wouldn't know or understand these formulas. If you haven't graduated in high school or you're bad in physics, don't feel bad not understanding what we're talking about 🙂
@@guitaekm2 Oh my gosh, woww, no wonder I only see your comments being replied to, no wonder you both have the same knowledge, and yeah thank you 😅 I really don't understand
This seems like the perfect addition and your well put together reasoning behind the changes you proposed could very well make Mojang consider implementing them.
yooo new cubicmetre upload
Great take, I loved most of the ideas you suggested.
1:06 Metres lol, fair enough 😂
The changes proposed in this video are so intuitive and so right! I hope Mojang is lurking here somewhere and taking notes, as I'd love to see this implemented into vanilla. :)
Bro isn't cooking, he's preparing an entire buffet.
Ever since seeing this minecart snapshot i have always believed that the solution would've resided in allowing the player to "overcome" the old speed limit by combining the minecart and a gold ingot inside the smithing table - thus ensuring backwards compatibility with the old minecart mechanics but, if i have to be honest, i am extremely intrigued by the idea of using copper rails as a speed control mechanism in the game for that would not only allow for new farm designs that were not possible before but also it would allow creators to make more realistic and immersive rollecoasters! I absolutely endorse this concept and i would love to see it in a upcoming snapshot!
These are very well thought out suggestions. Thanks for the video.
I know it's a Minecraft video but I don't think you did a great job explaining how a linear recurrence relation and a quadratic differential equation behave. I found the bit comparing their graphs on desmos confusing especially because they are drag forces so the higher the values the more they slow you down. I don't think it is initiative to someone who hasn't dealt with recurrence relations before or someone who isn't familiar with drag (as the 2 equations are shown side by side despite one being a force equation and the other being a velocity recurrence relation).
I think it would have made more sense to compare the resulting velocity curves (i.e. solving both and plotting the resulting function or just iteratively generating the values) like you showed briefly.
The velocity and acceleration curves are what makes it feel natural not the order of one part of the recurrence relation.
Overall great video and I really like the idea for a variable copper powered rail.
Edit:
Haven't done this maths for a while but I believe the solution to Minecraft's model is
v=D*P(1-D^t)/(1-D)
I don't think your model has a solution (or atleast not one easy enough for me to find because it is a quadratic first order recurrence relation) so you would have to use an approximation and compare their curves.
i was thinking of letting the minecarts go like the new features and the hopper and chest minecart go like the normal old implementation. so nothing or almost nothing would break, but your idea is soooo much better :D
Fun fact: minecart is more aero-dynamic than a cybertruck.
(or not, I have no idea :3)
You could add a whooshing noise when you reach terminal velocity so theres a way to tell that you're going as fast as possible.
Making the speed 20 is good right? For hopperminecarts.
Only up to the copper rail suggestion so far, but what you're saying is making a lot of sense! Have a comment to boost this video, hopefully the algorithm picks up on it to spread it to more users. :] Great video!
Edit: The copper rail also sounds like something straight out of Create, what with the idea of artificial limits--especially if it allows the player to choose how high or low those limits are. That instantly makes it fantastic in my book.
6:31 minor typo, reputation ruined
Stenghs😂
The solution I see which could be interesting for the tech community is to enforce determinism by computing in advance the interactions between the track and the cart.
That way the interactions are not conditional of the speed of the cart.
I really loved the last part of the video where you dive into game design ideas, it's very refreshing.
I'm a game developer conceptualizing how I will integrate minecarts into my game, this is the solution I will implement.
the copper rails idea is CRAZY
sad mojang probably won't listen
Despite the fact that they just took feedback from 24w33a directly to 24w34a with these experimental features, but go off.
Analog redstone signal for acceleration
Oxidization level for BREAK force (when unpowered)
Approximately 8,975,738,256,025,374,000,000,000,000,000 tennis balls could fit inside the Sun, assuming perfect packing and no wasted space.
The speed increase is also something that will mostly affect people tampering with their gameplay with commands. So it will mostly not affect people playing "vanilla".
What really needs to change imo is adding a sort of wagon system where you can link carts, the ability to make crossroads, adding braking rails that can also launch a cart again on power (like your copper rails), the ability to use different fuels than coal that might add more speed and making them more immersive in general. Something I'd also be fond of would be allowing players, just like in boats, to have two seats in an empty cart. Functional ones could still only take one type of block and storage ones could maybe take a double chest instead then.
*3:45** Minecraft has facestabs?* 🤔
Devs needs to see this!
Somebody please contact them.
This is absolutely genius!!
I really really wish Mojang will apply this!!
Amazing video!
I really, REALLY like the copper rail ideas!
i just love how the redstone community fixes things that mojang took months to get to experimental, in a few days XD the good thing is, mojang knows this and with these updates they heavily rely on our feedback. so thanks Cubic - copper Rails !!!!!!!
Love this idea! It solves the best of both worlds, and creates a cool new use for copper in technical builds!
These are the best ideas we've had so far on this problem. Would also make the game for casuals a bit more tecnical but still fun because minecarts are funnier now