Talk:Powered Rail/Archive 1

Reason to have gold
Finaly, a useful use for gold! --Biofan30 14:55, 16 April 2011 (UTC)

Yeah! I'm taking out my STACKS AND STACKS of gold that I never used now. --R ocĸetor talk  11:46, 24 April 2011 (UTC)

Gold tracks
Can we please remove that gold part until it is either confirmed by Notch or Jeb_, or it is actually in the game? Levy 17:39, 17 April 2011 (UTC)

It was tweeted in the very first discussion. I've added links to the entire conversation now; it's definitely crafted using gold as opposed to iron, but we don't have any evidence about the specific crafting pattern other than that there's no reason for it to be different. —KPReid 18:35, 17 April 2011 (UTC)

Boosting Effect
It looks like powered track actually will start a minecart moving if the direction is unambiguous, such as when the cart is at the end of the track. Harbinger0x7c0 16:30, 19 April 2011 (UTC)

Heh... Page got updated while I wrote the comment. Harbinger0x7c0 16:50, 19 April 2011 (UTC)

Added a short video on crafting and properties.SniperCharlie 19:20, 19 April 2011 (UTC)

It's so ineffective... Boosters give a much nicer speed then theese and are not hard to build at all. Gold still useless.--Atr755 20:39, 19 April 2011 (UTC)

Images
I can't upload images for whatever reason, so here's the large images. If someone could upload them and put them into the article, that would be great. Both are already run through OptiPNG.

On: http://i.min.us/ikCzYK.png

Off: http://i.min.us/ik8hAC.png

EvilHom3r 18:08, 19 April 2011 (UTC)


 * Thanks, uploaded both. Using the "Off" one for the image for now.  Like the Sapling image, this should probably be turned into an animated gif eventually.  -- Theothersteve7 18:24, 19 April 2011 (UTC)


 * Here is a gif, if you think that's better - http://wkter.com/dw/powered_rail.gif -- Wkter 18:44, 19 April 2011 (UTC)


 * Beautiful! Thanks.  --Theothersteve7 19:22, 19 April 2011 (UTC)

Powered Rails uphill
Has anyone found a good way to use these for hill climbing? At the moment it seems very difficult, almost pointless, to climb hills with these.
 * It seems like the detector rails doesn't work on slopes, so I just use powered tracks all the way up... Of course, that will get very expensive in the end. Your other choice is to use 1 powered, 1 regular, like this: http://wkter.com/dw/2011-04-19_22.27.16.png, however, it seems like it's cheapest and easiest to continue using boosters here. Wkter 20:34, 19 April 2011 (UTC)

If you use redstone to power it instead of the detector it works much nicer, and you only really need 1 booster every three blocks unless you would like to actually pick up speed going up the hill. Shenaniguins 04:33, 22 April 2011 (UTC)


 * short answer - gain more momentum before the uphill bit ...

I can reach clouds from sea level with just 4 boosters, a loop and a delay to switch track (credits to Alfalis for showing this trick) Lalophobia 11:13, 3 May 2011 (UTC)

"Slanted power rails" DO boost
I'd rather not go around editing when I don't now what I'm doing but it states that they do not which is incorrect. Try it out yourself. Put a bunch of normal flat rails, then have powered boosters going up. --Multisensory 19:15, 20 April 2011 (UTC)
 * I happened to do this too earlier, they do power uphill. I'll edit it and see if it sticks.
 * I can confirm they do power uphill. Look at my screenshot above. Wkter 21:29, 20 April 2011 (UTC)


 * My whole minecart track is a steep slope out of my mine. They definately power uphill (and downhill) it's the only way my track would even start! – ultradude25 ( T at 01:42, 21 April 2011 (UTC)

My test.
I have done a few small test and noticed that a powered minecart uses less coal when it goes over a Powered Rail. Please Confirm.

-Test was done on two 12 length loop tracks with one having one powered track and the cart being set off at almost the same time, time difference is a lost 3 mins longer.

Powered Minecarts also stop when the go over a Off Powered Rail.

On normal rails 1 bump from the side is enough to move a cart forward on a rail. It takes 2 to 3 bumps on a Off Powered Rail, while only 2 on a dirt tile and 1 on ice.

Anyone had the problem yet where the Powered Rail does slope on an angle if there is a no air tiles on it left/right side ? It stays flat in a sloped tunnel when I start from bottom and go up.

and my test video part one

--Axeblade346 03:12, 21 April 2011 (UTC)

Since powered minecarts use a coal over time system it would make sense that less coal would be used over a distance since it is going faster. They are both slower and heavier than an occupied minecart so when they encounter a resistance (off powered tracks resist) they are slowed a greater deal, to a stop. And yes I have that bug as well except it isn't just powered tracks no tracks will lay slanted if you go from bottom to top. Shenaniguins 04:44, 22 April 2011 (UTC)

Pictures and Series Launcher design
I don't seem to be able to add pictures, but here's a basic push-button launcher. Pic (with attached booster down the track)

And here's a series launcher design I made. You can link them together to create stations at various points on a railtrack. Pic

Avalorn 10:37, 21 April 2011 (UTC)

Powered rails can curve
Link to forum thread: http://www.minecraftforum.net/viewtopic.php?f=1020&t=300356

You can also verfiy this easily by testing in game. I edited the trivia bit in the page to add this discovery. Feel free to modify it if you don't like how I worded it, or if you can be 100% certain they always behave like normal rails (preferences of directions, and stuff like that). Bromazepam 13:38, 21 April 2011 (UTC)
 * Powered rails and detector rails do have curve pieces BUT only for two corners; northeast and southeast. It is this way because the 0x8 bit is used for the on/off state. 0x6 through 0x9 are normally used for the curves but with these only 0x6 and 0x7 work.
 * I posted a demonstration of the two possible curves for these rails on the thread, can't link it here due to spam filter.
 * Feel free to upload the gif for the wiki if it's useful. I can't do it because my account is new, I think. Mouzi 14:51, 2 May 2011 (UTC)

Powered Rails versus Boosters
Made a map that clearly shows the difference between using boosters or powered rails as a propulsion system.

Mediafire Link

Result: Powered Rails in 2 settings (1 recommended on this wiki, and the other impractical) and the single cart booster don't even make it up the slope. The double cart booster makes it up and down twice, then a 5th or so back up. Triple cart makes it over 4 times, and adding more carts apparently increases the momentum.

The momentum generated from the double cart booster is more than any practical user would ever require and a triple is sufficient enough to declare it overkill and unnecessary.

Also note that going to the top, then sliding off in a minecart from just a push generates nearly the same momentum as the first Powered Rail setting that is set to the recommended 1 Powered Rail per 25 rails with 4 Powered Rails starting it.

As far as using Powered Rails for an economical and practical propulsion system, it's just disappointing. Double Boosters are the way to go and adding 1 more cart virtually guarantees unlimited speed and momentum for any practical track system. MDR 17:01, 21 April 2011 (UTC)


 * Also thought it fitting to add an important note that displays the important differences between the 2.
 * A Triple Cart Booster can propel a manned minecart higher than 500 blocks. Powered Rails require another Powered Rail every 2-6 Rails (depending on entering momentum) just to keep the momentum up enough not to slide back down. MDR 19:17, 21 April 2011 (UTC)


 * An image or diagram might be more useful than providing the map, and "booster" is kinda vague, since how long it's boosting isn't stated. --JonTheMon 19:19, 21 April 2011 (UTC)


 * The point is space and looks, not how much it boosts. To have a constantly working booster track you just need to have a redstone torch under the block it's on, that can be completely hidden from view, which is much better than having a large ugly booster next to the track that you can't hide. – ultradude25 ( T at 03:27, 22 April 2011 (UTC)


 * Umm not really. The booster is only required from the launching zone, takes less and more available supplies to produce, and despite your belief, can easily be hidden from view in various ways. Why would you want/need a constantly "working" booster? The booster get's set on a loopback and when you require it to actually boost a cart, you send a redstone signal to the loop back track to have it switch to track that follows along the cart you wish to boost. The double cart booster takes very little space and can propel a cart much farther than 1000 blocks without losing the max speed it achieved at the point of getting boosted. Since the user above your reply requested numbers, I've decided to compare a double cart booster to a set of 4 Powered Rails which the wiki states has enough to propel the cart at maximum velocity.


 * These tests were done on a completely flat surface with no slopes or any bordering objects that could all slow down the cart.
 * Results


 * Single Cart Booster: 562 Blocks traveled (excluding the block it was on when it received it's boost) before coming to a complete stop
 * Double Cart Booster: 1531 Blocks traveled (excluding the block it was on when it received it's boost) before coming to a complete stop


 * 4 Powered Rails: 183 Blocks traveled (including the 4 Powered Rails) before coming to a complete stop.


 * At this rate, in order to travel the same distance at the same speed as the double cart booster did, according to the wiki's information you would require about 64 Powered Rails (4 being the starting force, the rest spread across the track to keep up the speed). That's 66 gold bars, 11 redstone ore, and 11 sticks without mentioning the power supply to all of those rails which would take at least 61 redstone torches. The double cart booster takes 27 iron ingots, 2 sticks, 5-15 redstone ore, 1 restone torch, 1 power trigger (botton/lever/whatever), and about 4-8 solid blocks of any kind that can freefloat without support. If you factor in the protruding space of both systems, the double cart booster still takes up less space since the initial boost is all it needs to travel that distance. MDR 11:39, 24 April 2011 (UTC)

Levers
Instead of using redstone torches which can't be placed as easily, why not use levers? All levers use are cobble and sticks, both of which are very easily attainable resources, as apposed to redstone, which is found deep in caves. Levers can also just be placed on the side of the block the powered track is on or beside the track, making for much easier placement. On another note, powered rails that are off and sloped will stop downward movement, making small minecart stations, that hold a single minecart and release on the push of a button, quite easy. 3nd0fw0r1d

These tracks are acting REALLY odd
This is really hard to explain, but basically I have a powered rail that only accepts power from a redstone torch underneath it, or a stone button connected by wire. Even moving the stone button, but still supplying it with power through a wire doesn't work. Even putting a redstone torch on the bit of wire that the stone button uses to supply power to the track doesn't work. It just doesn't make sense...

I really have no clue what is going on. – ultradude25 ( T at 05:06, 24 April 2011 (UTC)


 * Works fine with me, place a redstone torch next to a power rail and it and any rails 8 blocks away from it will be powered. If its still not working, go ask Jeb or Notch. --R ocĸetor talk  11:44, 24 April 2011 (UTC)


 * I don't think you understand. I have a bit of redstone wire under the block the track is on, this works fine with the button I have, but if I use any other thing to supply power to that wire, it doesn't work. (the wire has power, but the rail ignores it)
 * I took some images, here the wire is powered by a stone button and the track lights up fine, here the wire is powered with a redstone torch, but the track ignores it... – ultradude25 ( T at 12:01, 24 April 2011 (UTC)


 * Wires don't always power objects above it, might have something to do the pulse power provided by the button but the toggle power from nearly anything else. Obviously there's a bug somewhere but for the time being I could only recommend using torches along your line which would require you to dig another block down since redstone wire only toggles torches when lead directly into a block with a torch above it.
 * MCP isn't out yet so I'm not gonna fiddle around trying to locate the problem although I'm sure after it's release it should be easy to see why buttons work and others don't, then create a "patch" to solve your problem. MDR 12:26, 24 April 2011 (UTC)


 * Wires never power objects above them. They can only receive power from above, not send. The reason the button in that pic is working is that powered rails are two blocks high (for the purposes of receiving power) and the button itself is touching the upper part of the rail. --Last username 16:16, 28 April 2011 (UTC)


 * Nope. Removing the wire under the track stops the button from working. – ultradude25 ( T at 03:11, 29 April 2011 (UTC)

speed / momentum
What I think is happening When you go over a (powered) Powered Rail, the momentum of the cart gets booster - not the speed.. The speed hits a cap but if you have surplus momentum you get a lot more distance ! Making this quote from the page utter rubbish.. powered rails will not provide the cart with much momentum past the cart speed limit of 8 m/s They DO! get a lot more momentum but it's not visible due to the speed cap Very crude sketch here http://dl.dropbox.com/u/16443259/speedythinggoesinspeedythinggoesout.JPG and some experiments and results in this youtube here http://www.youtube.com/watch?v=ZtY-tXBzXso Using a trick showed by Alfalis in the MC forum using a loop,couple redstone delay to switch track, and !! 4 !! Powered Rails you can go from sea to clouds, no sweat. just by building up momentum Lalophobia 14:49, 2 May 2011 (UTC)
 * Ok, while that is useful information, that video isn't. It's slow, meanders, and the really important part is done after dark. --JonTheMon 15:14, 2 May 2011 (UTC)
 * In my preview it was a lot brighter.. youtube appearantly hates low lighting scenes..
 * Already planned to retake that dark bit - but haven't been able to reshoot it yet. (video is only up for 1 day) ~ still it goes from sea level to clouds, you can quite simply recreate it in your own world,  loop with 4 boosters,  redstone delay to switch the track from loop to main track so it has a bit of time to gather momentum - and away you go :)   - thanks for the feedback 'tho ;)   Lalophobia 15:27, 2 May 2011 (UTC)
 * Probably another way to show this would be a 20-40 length track, one with all power rails and 1 with every-other power rail, and see how far each one goes up a ramp. --JonTheMon 15:55, 2 May 2011 (UTC)

I'll see what I can do and when I get a moment for it.. Preparing tracks, recording something, editing it, uploading, it all takes time.. And as you notice I'm not that great at it yet,. that 4 minute clip took me about an entire evening :| Lalophobia 10:31, 3 May 2011 (UTC)

Memory Usage
Power rails appear to increase memory usage by Minecraft exponentially based on length of track. I'm not sure if this has to do with Minecraft having to update the On/Off state of every rail as it comes into view distance or not. There is a Java issue that this links into, but while testing for bugs on my two test worlds I continue to stumble across this.

Usually it takes about 800 blocks of length (or 1,600 powered rails, two tracks parallel to each other) before Minecraft crashes. This length drops sharply the more power rails I have nearby, such as overpasses and large cargo lines, down to as little time between crashes as 100 blocks of movement or even 50.

From watching my resource use, I see that Minecraft peaks out the 1.3 Gig Java limit very quickly this way. Weather also increases the speed at which I hit the cap, sometimes with the two city test worlds I'll simply walk to the 'transit' and Minecraft will crash, causing minecart spawning and other odd glitches. What makes this irritating is that it's never time based, I can't seem to replicate the exact amount of time it takes to crash with any success. HoodedWraith 23:53, 8 May 2011 (UTC)

After testing again, I've noticed that this issue appears to be somewhat alleviated when one turns every graphics setting as low as they'll go, I top out at using roughly 500 MB, instead of hitting the crash ceiling. This isn't much of a solution, really, more of a stopgap until a better workaround comes up. HoodedWraith 01:50, 9 May 2011 (UTC)