![]() ![]() The performance of a rail line is affected by the way the track is placed. The rest of this page discusses the use of these components in building tracks and rail transport systems. Activator rails trigger an action on a cart passing above them when powered: TNT minecarts are set off, a hopper cart gets deactivated, and players/mobs riding in one are pushed out of it.Powered rails add momentum to a cart passing over them when powered, when unpowered they have a braking action and slow or even stop a cart.Detector rails give off a redstone signal when a cart passes over them, otherwise they act as a regular rail.Rails always have to sit on another solid block and are the only rail type that can curve.Please see the individual pages for each type of rail for information on their properties and basic usage: Running into a player, mob, or a stopped cart causes it to reverse direction, even on a powered track. Minecarts "bounce" off of obstructions on the track. ![]() A long stretch of rail or an up-slope reduces a cart's momentum and thus its speed, eventually stopping it unless the forward key is held throughout by a player riding the cart.A stretch of an unactivated powered rail of at least two blocks length brings a loaded cart at full speed to a complete halt.A player riding in a cart may add momentum by "pushing" it using the forward control.A minecart with a player inside goes from stationary to full speed after about 13m of powered rail.Activated powered rails, down slopes, and being pushed by players or mobs add momentum to a cart, increasing its speed. ![]()
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