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# Fabric Example Mod | ||
# Audaki Cart Engine | ||
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## Setup | ||
## Brief | ||
Audaki Cart Engine offers well designed and properly balanced, competitive and viable cart-based passenger transportation. | ||
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For setup instructions please see the [fabric wiki page](https://fabricmc.net/wiki/tutorial:setup) that relates to the IDE that you are using. | ||
## Foundation | ||
This was mod was created since every mod I found that increased the speed of minecarts broke stuff and didn't | ||
work with existing rail lines. Additionally most redstone stuff breaks when your cart moves with more than 10m/s. | ||
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## License | ||
## Quality Engineering | ||
This mod is currently a huge overhaul of the minecart movement engine to support higher speeds (up to 34m/s) | ||
while still supporting existing lines with curves, ascending and descending rail pieces are no problem. | ||
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This template is available under the CC0 license. Feel free to learn from it and incorporate it in your own projects. | ||
Additionally redstone rails like detector and activator rail still work. | ||
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The Cart Engine was tested under a lot of different conditions but if you find an edge case it'll be fixed | ||
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## Engine Methodology | ||
The engine travels along the expected path of the rail line and will temporarily slowdown to cross important parts | ||
like curves and ascending/descending track pieces. But the engine is coded in a way that the momentum is kept | ||
and after the curve/hill or redstone piece is crossed the movement speed is mostly restored. | ||
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## Game Design / Balancing | ||
The goal for this mod is not just to implement a new Cart Engine of course, but also to provide good game play! | ||
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To support this goal a whole lot of stuff was tweaked so the powered rail (i.e. Gold) required to reach certain | ||
speeds is well balanced, so creating a high-speed railway is actually a proper end-game goal. | ||
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Additionally the speed is balanced in a way that riding the railway is a lot of fun and it's better than packed ice. | ||
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Due to the balanced acceleration curve railways can still be used early-game with lower speeds and less gold investment | ||
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## Features / Balancing | ||
- Fixed a long-standing vanilla bug that doubles the Cart Movement Speed when a block is skipped in a tick | ||
- Raised maximum speed from 8m/s to 34m/s for carts with passengers (achievable when there are 8 straight rail | ||
pieces behind and in front of the cart) | ||
- Raised fallback maximum speed from 8m/s to 9.2m/s for carts with passengers | ||
- Tweaked powered rail acceleration to factor in fewer spent ticks on higher speeds and multiply the acceleration accordingly | ||
- Tweaked acceleration to be require more powered rails on higher speeds | ||
- Tweaked acceleration to feel good and somewhat train-y. | ||
- Tweaked achievable momentum for the new high-speed | ||
- Tweaked breaks to handle the higher speed and momentum properly | ||
- Tweaked "kick-start" speed when starting from a standing block with a powered rail | ||
- Cart Engine simulates travel along the railway and dynamically adjusts allowed speed based on rail conditions around the cart | ||
- High-Speed Cart temporarily slows down for slopes and curves | ||
- High-Speed Cart temporarily slows down for Detector Rails and Activator Rails |
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