If you create new minecart with hopper on standart rails, it will behave lin it's on powered activator rails (sucking items from chests, collecting items lying on tracks) until they touch activator rails.
Steps to reproduce:
1) Create long track of standart rails with activator rail in the middle.
2) Place minecart with hopper at one of the end of a track.
3) Drop some items on the lenght of the track.
4) Push hopper minecart to the other end of track.
All of items before activator rail will be collected, all of those after will not.
Linked issues
is duplicated by 1
Comments 6
It doesn't matter if it on or off. It changes behavior either way. And after that it will work like it probably intended: suck items only when on top of powered activator rail.
I would've thought the hopper minecart should only accept items when not over powered activator rail, similar to a regular hopper only receiving items when not receiving power? If that isn't how the hopper minecart is intended to operate then it's irritatingly inconsistent with the only other hopper in the game! However this is definitely a bug - experimented with it and found the following:
1. hopper minecart collects items on normal track when initially placed and pushed around by player
2. if the hopper minecart is moved with powered rail it stops picking up items until something changes
3. powered activator rail allows hopper to collect items from ground while activator rail is powered and minecart is still on the activator rail
4. if the hopper minecart leaves the activator rail while the activator rail is unpowered, the minecart will stop collecting items on normal rail
5. if, however, the hopper minecart leaves the activator rail while the activator rail is powered, the minecart will be able to collect items on normal rail
That's all I've found so far, I hope this is helpful for fixing the many bugs with the hopper minecart.
I agree with Harvey, that the most sensible way of it working (and the way it mostly works now, with a few bugs, e.g. powered rails) is for the state of an activator rail it goes over, decides the state of the cart. This avoids having to place activator rails on every track where items should/shouldn't be picked up, but allows changing the state with redstone circuitry (by affecting the activator rail it passes over). So except for the cart stopping picking things up after passing over powered rails (as reported by Harvey), this works as expected (as I would expect).
We must reach out to Dinnerbone to find out the intended behaviour for the hopper cart.
The behaviour should be similar to the hopper block; when being powered (after it last ran over a powered activator rail) it will stop picking things up, and when not being powered (after it last ran over an unpowered activator rail) it will start again. It's currently backwards, and that will be fixed.
Intended behaviour? Perhaps the activator rail is more like a switch than a button for the cart - it toggles the 'activation' rather than applying it only when cart is above. Just a thought.