最佳的利用方式需要将矿车的运动和充能铁轨的放置进行同步;将一个充能铁轨沿着线路向前或后移动一格会产生显著的影响。这是因为矿车的动量是随矿车行驶在充能铁轨之上的每一刻(1/20 秒)增加的 (by 0.9 m/s for occupied carts)。当矿车以8 米/秒的最高速度行驶在笔直的铁轨上时,它驶过每一格铁轨所花费的时间为2或3刻。最佳的放置方式应该保证将充能铁轨放置在矿车花费3刻来驶过的那一格,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.
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.
放置铁轨时, regular rails会更偏向于弯向充能铁轨。 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 玻璃. 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.
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).
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.
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.