Transportation issues.
Transportation issues.
I realize it's great to protect spawn and all, and I definatly see the value in keeping it looking nice. but the protections are even keeping me from breaking minecarts, which makes it really hard to stop anywhere within spawn limits, which I need to do often because I miss my turn a lot. anyway. is there any way we can allow for the breaking of minecarts in the spawn area without dropping the other protections?
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- Gazoid
- Server Admin
- Posts: 430
- Joined: September 27th, 2010, 7:47 pm
- IGN: Gazoid
- Location: London, UK
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Re: Transportation issues.
I'm in the process of fixing the junctions so that your cart is stopped and you can choose where to go before pressing a button and going on your way.
I will look into the permissions of spawn for cart destruction also
I will look into the permissions of spawn for cart destruction also

- Gazoid
- Server Admin
- Posts: 430
- Joined: September 27th, 2010, 7:47 pm
- IGN: Gazoid
- Location: London, UK
- Contact:
Re: Transportation issues.
Spawn area now has a proper point system whereby you get stopped, choose a route and then continue in that direction.
I have also enabled vehicle destroy permissions for the area
I have also enabled vehicle destroy permissions for the area

Re: Transportation issues.
Thank you GazGazoid wrote:Spawn area now has a proper point system whereby you get stopped, choose a route and then continue in that direction.
I have also enabled vehicle destroy permissions for the area

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- Pestilencemage
- Server Admin
- Posts: 357
- Joined: January 29th, 2011, 8:01 am
- IGN: pestilencemage
Re: Transportation issues.
Side note: It IS possable to distinguish occupied carts from unoccupied ones (powered rail to detector rail ON a downward slant... unoccupied will not trigger detector rail) but carts and redstone signals stop after getting too far away from players so long distance persistant cart systems are not really feasable, unless you add cart replacement systems in way too close intervals to be worth it.
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Re: Transportation issues.
I really like that idea. it'd be a lot of work but if you need minions I'd be willing to help.Pestilencemage wrote:Side note: It IS possable to distinguish occupied carts from unoccupied ones (powered rail to detector rail ON a downward slant... unoccupied will not trigger detector rail) but carts and redstone signals stop after getting too far away from players so long distance persistant cart systems are not really feasable, unless you add cart replacement systems in way too close intervals to be worth it.
The soap, pick it up.