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本教程为没有红石知识、对矿车和铁轨仅有少量知识的人设计,教程内容包括基本的矿车站和矿车系统。该教程不会涉及动力矿车或运输矿车。该教程中的图片,不全是最节省空间的,但是会让你对整个组件有最直观的视觉效果。
基础知识
矿车
下面是关于矿车最重要的几个属性:
- 矿车最快的移动速度是8米/秒;
- 相比空的矿车,其中装有实体(生物或玩家)的矿车能够移动的更远;
- 充能铁轨、斜坡和推动都能给矿车提供动能;
- 如果矿车没有供能,它会减速并最终停下。
铁轨
铁轨: 矿车可以在铁轨上移动。普通铁轨是唯一一种可以拐弯的铁轨。一个铁轨要么拐弯,要么向上升一格,不可同时起作用。
探测铁轨: 当一个矿车移动到探测铁轨上时,探测铁轨会发射出一个红石信号。其余的时候它就像直的普通铁轨一样。
充能铁轨: 当充能铁轨激活后,它会将一个移动矿车提到8米/秒的最高速。如果一个矿车被放置在充能铁轨上,由于没有运动方向,充能铁轨不会给矿车动能。自从1.3版本后,矿车可以被乘坐人轻轻推动。当铁轨一端连通一个固定方块(就像下面的发射装置)时,矿车会离开这个固定方块。当未充能时,这个铁轨会让一个移动中的矿车停下来。参见下面的充能铁轨。
激活铁轨: 当充能时,行驶在激活铁轨上的TNT矿车将会被点燃,漏斗矿车将会停止吸取物品。在矿车中的玩家会从矿车中掉出来。(就像快照14w05a中)。
充能铁轨
行为
效果
一个简单的使用四个充能铁轨、一个按钮和一个固体方块的启动器
充能铁轨具有两个可能的状态:开和关。 一个状态为“关”的铁轨通过摩擦力减速任何通过它的矿车。通常情况下,摩擦力足够将一辆行驶中的矿车完全停止,或者将一个在斜坡上的矿车停稳。但是,在下降80个斜坡或更多铁轨后,一个未充能的充能铁轨不能让矿车停下。一个状态为“开”的铁轨,当满足下面任意条件时会给矿车加速:
- 矿车在移动中。这种情况矿车会按照移动方向加速;
- 矿车是停止的,但是铁轨另一端连接着一个固体方块。这种情况,矿车朝着固体方块相反的方向加速;
- 矿车是停止的,但是充能铁轨在斜坡上。当充能铁轨被激活时,由于重力作用矿车会向下移动。
- 由于现在矿车开始移动了,根据规则1,矿车会向下继续加速。
第二和第三种情况,可以简单的使用一个石制按钮发射器中利用。当充能铁轨未充能时,矿车会停止不动,提供一个安全的,不会使矿车出轨的方式来填充或者取出矿车中的物品。
供能
在铁轨周围6个毗邻位置(上方,下方或者任意一侧)的红石信号传递能量给这个铁轨。
充能铁轨能够在同一条铁路中传递能量给其他挨着的充能铁轨,最高能传递距离供能源9格距离(第一格直接供能,它能够给挨着它的其余8格铁轨供能)。它们也能从毗邻的探测铁轨(仅当有矿车经过探测铁轨时)获取到能量,甚至它们不是同一条铁路上(但也遵循上面的规则)。 由于探测铁轨能够供能这个特点,仅当需要的时候,可以在以下情况激活充能铁轨:
- 对于单向铁轨,在充能铁轨之前放置一个探测铁轨;
- 对于双向铁轨,在充能铁轨两边各放置一个探测铁轨。
在实践中,按照以下方法让充能铁轨始终充能是更高效的:
- 在充能铁轨两格内放置一个红石火把,或者拉一条红石线达到同样的效果;
- 在充能铁轨底部放置一个激活的拉杆(最经济的方法,只需要一个木棍和一个圆石就能合成);
- 在红石块上放置充能铁轨。
动能
使用充能铁轨加速的矿车最大速度能达到8m/s,但是矿车有一个内部的"动能"维持着矿车以8m/s的速度运行,直到动能被耗尽。
一个在平地上紧靠着一个方块的充能铁轨能够为载着物体的矿车提供80个铁轨长度的动能,或者为空载的矿车提供8个长度的动能(在Beta 1.5版,分别是64格和8格)。测试表明,在一条铁路中放置多个充能铁轨,提供给矿车的动量是逐渐减少的,[1]。这样暗指了当矿车速度足够快时动量增加会减少,反之亦然。
测试表明爬坡会严重的损失动量,所以矿车的速度会急剧下降。但是,如果有足够的剩余动量,矿车会轻易的爬上坡道。相反地,矿车下坡会增加动能。下坡的铁轨会把下坡的动能和铁轨提供的动能都充给矿车。
爬坡
Beta 1.5版本中不带额外推动力的矿车能爬上6个格子,Beta 1.6版本中能爬上10个格子。
使用四个充能铁轨,载物的矿车从静止开始能够爬上10米高的1/1斜坡。之后以非常慢的速度在完全停止之前再行走十二米。这样的矿车是无法爬上11米高的斜坡。空载的矿车只能爬上5米高,且之后也只能前进几米。
当矿车没有足够的动能,爬坡的铁轨中每四块铁轨就需要一个充能铁轨来增加动能,或者更容易一点的方法,每八个铁轨中需要两个充能铁轨。但是需要注意的是这是最差的场景,因为没有最初的动能。
对于空的矿车(比如一套运输矿车系统),每隔2米放置一个充能铁轨来保持动能是必须的。为了最小化动力需求,2个充能铁轨接两个普通铁轨也可以达到相同的目的(同理于载人矿车)。
当以极速(8m/s)爬坡行驶时,一个充能铁轨能够维持两个方块高的动能,这就意味着需要在保持极速的斜坡上,充能铁轨和普通铁轨需要交替设置。在斜坡上连续的充能铁轨会提供更多的动能。所以8个充能铁轨可以连着8个普通的铁轨,而且会一直保持极速状态。更长的铁轨会逐步减少动能。
合理使用
有人按照不同频率在同一高度设置2000米长的充能铁轨。记录了矿车跑完这2000米的耗时。下面的表格列出了结果:[2]
| 充能铁轨间隔 | 2km运行耗时 | 速度 | % 减速比例 |
|---|---|---|---|
| 32米或以内 | 250 秒 | 8 m/s | 0% |
| 33米 | 252 秒 | 7.94 m/s | 0.8% |
| 34米 | 250 秒 | 8 m/s | 0% |
| 35米 | 253 秒 | 7.91 m/s | 1.2% |
| 36米 | 251 秒 | 7.97 m/s | 0.4% |
| 37米 | 252 秒 | 7.94 m/s | 0.8% |
| 38米 | 251 秒 | 7.97 m/s | 0.4% |
| 39米 | 258 秒 | 7.75 m/s | 3.1% |
| 40米 | 259 秒 | 7.72 m/s | 3.5% |
| 41米 | 263 秒 | 7.6 m/s | 4.9% |
| 42米 | 267 秒 | 7.49 m/s | 6.4% |
| 43米 | 270 秒 | 7.41 m/s | 7.4% |
| 44米 | 271 秒 | 7.38 m/s | 7.7% |
| 45米 | 281 秒 | 7.12 m/s | 11% |
| 充能铁轨间隔 | 2km运行耗时 | 速度 | % 减速比例 |
|---|---|---|---|
| 46米 | 281 秒 | 7.12 m/s | 11% |
| 47米 | 290 秒 | 6.9 m/s | 13.8% |
| 48米 | 301 秒 | 6.64 m/s | 16.9% |
| 49米 | 306 秒 | 6.54 m/s | 18.3% |
| 50米 | 308 秒 | 6.49 m/s | 18.8% |
| 51米 | 306 秒 | 6.54 m/s | 18.3% |
| 52米 | 314 秒 | 6.37 m/s | 20.4% |
| 53米 | 311 秒 | 6.43 m/s | 19.6% |
| 54米 | 319 秒 | 6.27 m/s | 21.6% |
| 55米 | 322 秒 | 6.21 m/s | 22.4% |
| 56米 | 319 秒 | 6.27 m/s | 21.6% |
| 57米 | 333 秒 | 6.01 m/s | 24.9% |
| 58米 | 339 秒 | 5.9 m/s | 26.3% |
| 59米 | 345 秒 | 5.8 m/s | 27.5% |
3个充能铁轨在平坦的地形上放成一排可以使一个矿车从静止提高到最大8米/秒的速度.
在这以后,水平放置的铁轨的最佳间距是 每38个铁轨中放置一个充能铁轨 (即1个充能铁轨与37个铁轨为一组来放置) 这样可以保持7.97米/秒的速度.如果金锭供不应求,这是保持高速并节省金锭的最好方法.如果你需要保持8米/秒的速度,你可以使用每三十四个铁轨中一个充能铁轨的方法.
然而,最好的放置红石火把的间距是每13个方块放置一个,这可以保证亮度等级在8及以上,并且确保每个充能铁轨都有效.为了美观,it might also be desirable to space out powered rails every 39 blocks with 3.1% speed losses, or to space them out at 1 every 36 blocks with torches 1 every 12 blocks for the same speed loss as 1 every 38 blocks.
An optimal use requires the synchronization of minecart movement and powered rail placement; moving a powered rail a single block forward or back along a track can make a significant difference. This is because the momentum of a minecart is increased per tick (=1/20 of a second) the cart spends on a powered rail (by 0.9 m/s for occupied carts). When a cart travels at the maximum 8 m/s on a straight track, it alternately spends either 2 or 3 ticks on each block. For an optimal placement, the powered rail must be put where the cart spends 3 ticks,否则有三分之一的加速将被浪费.
A diagonal track is a track that consists of the pattern 'left corner' attached to a 'right corner' attached to a 'left corner' ... and so on. When minecarts travel on a diagonal track, the camera is held steady in the diagonal direction and the minecart visually travels diagonally along the track as well. The speed limit of minecarts is actually 8 m/s per cardinal axis, thus when traveling on 2D tracks, the cart will travel 8 m/s in both cardinal directions of travel to result in a net vector of about 11.3 m/s or the square root of 128. With a 3D track you travel as fast as 13.85 m/s or the square root of 192.
Because of this difference, there is also a difference between the optimal spacing of powered rails when used on a 2D track when compared to straight travel on flat terrain. This is currently undetermined to high accuracy but is roughly 1 every 52 blocks.[3]
There is also a difference in unmanned or storage mine carts so it is advisable to use a shorter interval if these carts will be used on the track.
It seems as if the optimal Powered Rail placing interval to make storage mine carts move is 4 (1 Powered Rail every 4th block). Compared to shorter intervals the reduction in speed is minimal. The maximal possible interval seems to be 9 as the minecart will not reliably reach its destination when using higher intervals.
探测铁轨的用处
A Detector Rail will power 4 adjacent blocks and 2 blocks below it when a minecart, occupied or empty, is on it. This makes it possible to activate powered rails inline without redstone torches or wiring.
A detector can be used to activate adjacent powered rails. However, if the detector is used to activate more than two or three (depending on approach speed) powered rails, the rails will deactivate before the minecart reaches them, bringing the cart to an immediate stop.
One-way powered rail lines can be created by placing a detector rail before a powered rail. This way, occupied carts will only be boosted if they are traveling the proper direction. Carts going the "wrong" way will be brought to a stop because the powered rail is inactive.
Although inefficient, A two-way rail line can be created by placing detector rails on either side of the powered rail.
Alternately, placing powered and detector rails on a 1×1 slope will not propel a cart more than 3 blocks upward if there is not enough initial momentum. The cart will lose too much speed on the incline, meaning it can't make it from the detector rail to the powered rail before the powered rail returns to the "off" state. If the cart is in a train of two or more carts, the last car in the train will become stuck instead.
A detector rail could also be used to activate an event based on a cart's location. For example, a fail-safe can be created to release a stopped cart in order to prevent a collision with an arriving cart. The arriving cart passes over a detector rail, activating a powered rail that boosts the resting cart away.
其他属性
Powered rails do not curve like other rails.
Curved power rails only exist in the case where the final direction is towards the east (with the powered rail appearing in the north-south orientation), or in a T-junction where one path faces east along a north/south track.[4][5] It is possible to make a one-way curved railway using power rails, but not a bi-directional one.
When placing rails, regular rails prefer to curve towards the powered rail. In cases such as these, the south-west rule applies.
A cart traveling on a powered rail that collides with an object (wall, single block, player, other cart) will reverse direction. It will not reverse direction if it collides with a translucent block, such as Stone Slabs or Glass. If a track including powered rails is bordered by blocks acting as "buffers", the cart will indefinitely continue back and forth along the track. Having carts interact with each other on a short track designed this way can be used to chain multiple carts together as a "train". Once aligned, they will all move together at relatively the same speed.
How far the charge passes down adjacent rails is independent of the length of redstone wire. Even if the rails are connected to a redstone torch by 15 blocks of redstone dust, the 8 adjacent rails will still be powered normally despite the fact that they should be out of range for the torch.
自动轨道机构
停止点
你可以设置一个能让矿车停下然后在玩家的干预下启动的“停止点”。如果你希望在你的世界中一些有意思的地方设置一个检查点的话,这个设施会很有用。这只需要两个动力铁轨和一个方块的落差,第一个动力铁轨倾斜, 第二个动力铁轨接在第一个下面,并在第二个动力铁轨旁放一个按钮,这样摁下按钮就可以直接驱动矿车了。详见下面的动态图。
Animated Gif of a stop point. Click for the animated version
Two-way minecart stop, click for larger
矿车开过来时就会在斜坡上停住,按下按钮,矿车就会在重力作用下加速向前。玩家这时就可以在矿车里前往下一个车站,或者下车把车留下
双向停止点可以通过用探测铁轨把两个停止点并联来实现,这就可以让各个方向的矿车停下并用按钮重启,如右图
快速启动
建立一个简易的快速启动装置需要两个动力铁轨,挖一条一格深,两格长的浅沟,把其中一个对着你想作为矿车出口的轨道,此时这个动力铁轨应该是倾斜的。最后把矿车放在没有倾斜的动力铁轨上,铁轨一旦被充能,矿车就会被弹射出去!
微型系统
启动器
Launchers, stations or exits all refer to a point in the system where a rider can safely enter or exit a minecart. They generally use a button to launch the cart.
A simple minecart launcher
This first design uses a button, a few powered rails, a bit of redstone wire, and a redstone torch. The button powers the powered rail which launches the cart away from the solid block behind it. In this style of launcher, it is important for an incoming minecart to make it all the way up to the back block so it can easily be launched again.
A launcher with cart dispenser
This second design is essentially the same as the first. A dispenser replaces the solid block behind the last powered rail. The dispenser will launch the minecart just like the solid block, but creates a convenient place to store extra minecarts. To activate, use the button behind the dispenser and a minecart will pop onto the rail and be ready for use.
See also: Tutorials/Minecart start booster
Rider Detection
Players will tend to want to detect whether a cart has a player in it or not as empty carts will clog a rail system. This is referred to as rider detection.
Trip wire based design
A trip wire based design is quick to set up and will reliably detect a player. However, it won't detect some non-player mobs, specifically 'short' mobs (wolves, spiders, pigs, etc.).
To build, a trip wire is attached to hooks one block above the track. Two blocks further is a junction which is set by default to turn empty carts back to the station. An empty minecart will not trigger the trip wire and be sent back, while an occupied minecart will send a short pulse to the junction and continue along the rest of the track. Depending on orientation, the signal may need to be inverted with a redstone torch. Although the torch will add delay, it is minor and shouldn't affect the results. This design assumes the minecart is moving at top speed. If your minecart is moving slower than that, you can either add delay to the wire using repeaters or increase the speed of the minecart with a booster just before the trip wire.
A momentum based design
Another method to check for a rider is to take advantage of the change in speed of the cart, as an empty cart slows down more quickly. In this design, a minecart will create a pulse when it passes the detector rail. If the minecart is empty, it will get to the turn just as the signal does and be sent back. If the minecart has a rider, it will get to the turn before the signal and be able to continue on. This design requires the track to be set by default to let the cart through.
空车
An overflow pile for empty carts
When an empty cart is detected, generally it's a good idea to send it into an overflow pile. An overflow pile is a drop of two or more blocks with a rail at the bottom. When carts are boosted into the hole, they will snap to the track, regardless of how many carts are already on the track. This pile should be placed where the carts can be collected, either close to a station or in a maintenance area. It is important to boost carts to full speed just before they are dropped to ensure they don't become stuck on the end of the track and eventually back up the system.
Another variant of this method is to replace the rail at the bottom with a cactus, thus destroying minecarts that fall in. Placement of a hopper next to the sand on which the cactus is placed then allows saving of at least some of the carts.
加速器
Two styles of speed boosters
Boosters are a method used to prevent carts from slowing to a stop on a track. Because carts will eventually slow to a halt on level track, and very quickly turn around on regular rail track whilst uphill-bound, boosters are a method of assuring one's cart keeps moving. Boosters accelerate carts to a terminal velocity of 8 m/s, as they use powered rails, and help effectively counter the forces of friction and gravity on the acceleration of the cart. Boosters are simply a single powered segment of powered rail, powered through detector rails, redstone torches or levers next to them. Refer to the diagrams to the right. Players generally keep the distance between boosters uniform, although these distances vary by player. One common, and according to many the most efficient, distribution of powered rails is to place powered rail every 38 blocks on level ground. An easy way to place a lot of track using this count without needing to keep track of each rail is by dividing the rails into stacks of 37, as shown on the right. Approximately 1 out of every 3 rails will need to be powered to travel uphill due to gravity.
Junction
Stations often have one line leading to one destination. Multiple destinations require multiple lines. A junction is a fork in the track where the rider can select which destination he wishes to visit.
Two-way junction
This design uses a lever to switch the track and the powered rail will become powered after a preset delay. The detector rail starts the delay. In this design, the lever will always point towards the selected destination regardless of direction.
Four-way junction
A junction that has multiple destinations can be set up by expanding the junctions. In the design to the right, the rider is given much more time to select his destination than a two-way junction. He can select any destination by first selecting left or right, then forward or backward. This design doesn't scale well but can be used in sequence to create any number of destinations.
Multiple Destination Selector
There are many, many styles of minecart destination selectors. Most are modular, meaning they can be extended to include more destinations. An RS-NOR latch array is often used to select a destination as these latches have a designated reset line (as opposed to a t-flip flop which only has one input).
This design was selected for its simplicity and for its ability to be expanded with relative ease. One of the buttons on the selection panel is a designated reset line since additional input doesn't clear the previous selection; that is to say, a player can select more than one destination with this design (although a launched minecart will take the left-most of the selected destinations).
“Video Tutorial” by CNB
The interior of the second design
The following design is heavily influenced by the previous but uses a different RS-NOR latch design involving pistons. It has a reset integrated in the selection such that a new input will clear a previous one. By removing the designated reset line of the previous version, it allows for an additional station in a similar amount of space.
“Video Tutorial” by redminecraftstonetut
Example Of A System Incorporating Some of the Basic Parts
This system consist of a "Launcher", a different mechanism for "Empty Carts", a "Junction" and a "Booster"
System works on tripwire.
The empty minecart is always moving in circles awaiting a passenger. (Empty cart compenent is not needed any longer)
When a passenger is present, tripwire will activate and the rails will switch routes for a few seconds and cart will move away from the station. (Launcher, booster and junction all infused into a simple redstone circuit.)
故障排除
When a track system isn't working properly, it can be difficult to fix for someone unfamiliar with redstone and rails. Common solutions include:
- Changing the delay of circuit by adding a repeater or moving a detector rail to trigger earlier.
- Changing the speed of the minecart by adding powered rails or moving the current ones further away.
- Checking that powered rails are powered properly.
- Turn the design around, as direction can affect how it works. Generally this isn't the issue, but it's good to rule it out.
Searching on the minecraft forums can help. If you need to create a new post, be sure to include the direction you're working (the F number), as directionality can be a factor in the design.
参考
- ↑ http://www.minecraftforum.net/topic/270836-all-about-powered-rails-thread/page__view__findpost__p__3989800
- ↑ http://www.minecraftforum.net/topic/366339-taviriders-world-of-science/
- ↑ http://www.minecraftforum.net/topic/270836-all-about-powered-rails-thread/page__view__findpost__p__4991865
- ↑ https://www.youtube.com/watch?v=f_p4Sk6Ie84&NR=1
- ↑ http://www.minecraftforum.net/viewtopic.php?f=1020&t=300356
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