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  • The "Energy Conservation" section needs to be reworded in easily understood english, and then summarized. If the numbers are necessary, use them in a separate paragraph from the explanation in an example. This way the idea and the practical use are separate, making the it much easier to read. -KinoftheFlames 07:41, 26 June 2010 (UTC)

  • Needs a explanation of how to build tilted slopes? or is there one somewhere else?

  • Any chance of moving storage-carts to its own page? I don't like the redirect. --Arlnet 05:53, 1 August 2010 (UTC)


Should probably discuss how they effect minecarts. Yes no? Zetal

Could go to trivia. according to my (not quite intentional) tests, minecarts can be lit on fire by turning right next to a fire or lava block, which does not hurt the player. Turning next to water blocks can extinguish the minecart. I have video proof here (lava lights cart on fire and water extinguishes it about 20 seconds later in the video).
Yes, flamming minecarts DO NOT burn player/mobs. However, if u turn the minecart next to lava AGAIN, it will burn some mobs (i dont think its burning chickens...dont know why). ive been messing around with this and made cooked porkchops. wont burn player.--Teoh 20:11, 25 April 2011 (UTC)
still looking into the flamming minecarts. been testing it alot recently. joining the pigs in the oven, I've been burning in the minecarts as well on occasion. I'm trying to look into the cause of Burning the riders in minecart when u turn by a lava pillar.--Teoh 02:58, 28 April 2011 (UTC)

Minecart/Mine Cart[edit]

So why is the incorrect one-word title the standard wiki form of referencing this object? Just wondering. JohnnyMadhouse 05:02, 9 November 2010 (UTC)

Because they are named Minecart in one word in the game. Taurentius 18:37, 27 February 2011 (UTC)

To: JohnyMadhouse

the correct spelling should be Mine Cart. From: --Cr@zy4mus1c 16:36, 6 April 2011 (UTC)


I've found that if you ride a minecart (dunno if it's just during the holidays) you instantly get a cape with a christmas tree on. Can somebody confirm that this happens to everyone? Cahootie 12:00, 24 December 2010 (UTC)

You always have the cape on, it's not special to minecarts. Just look in thirdperson. –ultradude25 (T|C) at 06:11, 24 December 2010 (CST)


I've noticed that walls next to a minecart slow it down significantly. Not sure if a roof above them does, but I think this should be added to the article, but not sure where... maybe the speed section? --Cornpopz 04:20, 31 January 2011 (UTC)

Pig booster glitch break[edit]

It seems that when you get into bed to skip night time, or an unmanned pig minecart collides with something, the glitch breaks until it is manned again. Is this significant to add and/or can anyone confirm this? The Burnt Fish 22:16, 26 February 2011 (UTC)

Pressure plates[edit]

I just discovered that minecarts can activate pressure plates! Very useful! Taurentius 18:37, 27 February 2011 (UTC)


I found that when I log into my world, the minecarts stop and lose all momentum if they were moving before.

I personally have issues since 1.5_01 where any minecart track over .4 K (400-500 meters/blocks) will crash Minecraft, and when I start again, I will have dropped a block as if I had broken the minecart, and four new minecarts will have spawned. This will happen every time I do so. Confirm if it is a common bug or not? HoodedWraith 11:17, 1 May 2011 (UTC)

So I've discovered that it works fine on a single rail system, hacked world to attempt to obtain similar results. My main railway world appears to have far too many rails to support; there are several rail-fed mines down to the bottom, as well as several opposing long-rail systems. HoodedWraith 08:09, 6 May 2011 (UTC)

I have found that it is possible to activate a lever while sitting in a minecart, but not a button. EpeeGnome 07:01, 15 May 2011 (UTC)

I just found out that when you place minecarts on a track, they just turn back into a item like you have dropped an item [GadgetReviews01449]

Fall Damage[edit]

Changed the damage on fall damage. As of 1.6 (I think), fall damage in minecarts has been fixed and is now dealt properly.
I am now examining the mechanics of falling through water (and lava), but first short tests seem to show, that there is no reduction of water at all. It seems, carts collide directly with the surface of water and deal falling damage for the height dropped until the surface.
I will update this here, unless there is someone out there who has the results already. Sistason 20:31, 10 June 2011 (UTC)

  • Carts don't collide with the surface... They fall through any fluids with no resistance, but with the effects (drowning and getting fire damage). The important part is that damage from the fall is only dealt, when you roll out slowly after any distance after the fall.
    If you instead bump against any block or get tangled by an powered track in off-state, you don't recieve any falling damage at all!
    I don't know, if that's new or somewhat "unknown", but this could be added in the article right after falling damage.
    Also, this allows for secret entrances, such as falling directly through a lava lake with water right underneath in the same way you could on foot, with no damage from the fall, but also without 3 spaces of water.
    What do you think? Sistason 22:14, 10 June 2011 (UTC)

Lava Boats[edit]

Could someone confirm their usage as boats in lava as of 1.5 and edit the wiki appropriately? I'd do it but it's another hour before I get off work to confirm it. --Theothersteve7 19:48, 19 April 2011 (UTC)


I'm not sure if I'm doing something wrong, but has anyone else noticed that travel via minecart is actually SLOWER than walking? I tried riding a minecart backed by a powered minecart all the way to a long section of track I built and back, and it took me about 3/4 of a day. I then took the same trip by walking over the tracks, and it only took me 1/2 a day. Setup of the minecarts and possible slowness due to nearby walls aside, at no time has minecart travel EVER seemed anything but slower than walking. Furthermore, when I put fuel in a powered minecart, I can then chase down the carts to get in. Obviously this is necessary since you have to be facing the way you want to go in order to get the powered minecart working the way you want it to, but it also means that travel via boosted minecart is SLOWER than walking...yes? Can someone please tell me what I'm missing?Wandergirl108 21:28, 3 May 2011 (UTC)

The powered minecarts are exceedingly slow. If you use old-style boosters (mine-carts running next to each other) or the new powered track you will go faster than walking. It's just the powered minecarts that are really bad (I've never found a good use for them... they can't go up-hill very well and now the powered track can start things up easily enough). --Lordebon 22:54, 3 May 2011 (UTC)

Lordebon, thank you so much for the tip. Now I can happily pursue my dream of making a fast minecart track to the Far Lands! :0)Wandergirl108 19:25, 4 May 2011 (UTC)

Minecart not mining away[edit]

I have found that if a minecart comes off the rails they will stop mining away to get them back into your inventory. This first arrose in 1.5, but i updated to 1.6 and it's still present. Edit: It's world specific --Lutze 09:30, 2 June 2011 (UTC)

Minecarts to work like boats in Lava?[edit]

Minecarts to work like boats in Lava?
Herd that it may be a feature in 1.7 or above?
Can anyone get info on this?
XCMods - Helping Minecraft users get the best out of the game.

Minecarts not moving after a certain distance?[edit]

I made a sort of minecraft bus/train on an SMP server, with a large round track and a constantly moving cart, and when I wait at one side of it, either I'm just impatient or the cart never comes. If I walk along the track towards it I finally see it moving... but I'm wondering if there's a distance limit to moving minecarts? And this track is BIG, , like, you can't see the other side even if there's nothing blocking the view. So... JW.

Just finished a little experiment of my own, as I heard about this before and wanted to know what the deal was before I built a train station on my server. Tossed together a track that was about half a kilometer with a paired powered and detector rail every so often and a redstone line running alongside it hooked up to a torch. Every time the cart passed through a booster couple it'd hit the detector and blink my light. After fiddling with it for a while, I've got it down to carts hitting 255 meters and blinking my light, and carts at 256 meters doing a whole lot of nothing until I go chasing after them. I'm thinking they hit some distance and get unloaded along with the rest of the really distant generated chunks and their direction and speed are saved, so when you go chasing after them they get reloaded along with the chunk they moved into, and they remember how fast they were going, but that's all speculation. What I do know for certain is, yeah, unmanned minecarts aren't going to get very far at all in the long run unless someone is watching them. --Anonymous

A lack of feature, not a bug?[edit]

Isn't the "Minecarts can be set on fire, but the mob or player inside the minecart will not catch fire from a minecart." a lack of feature, not a bug? Minecart is an entity as well as mobs. This is exactly same than saying that it is a bug that you are on fire and you go next to a pig and it doesn't ignite. Cosmoconsole 17:52, 3 July 2011 (UTC)

Minecart bugs in 1.7[edit]

does anyone else notice that the minecarts are acting very glitchy lately? I built a spiral shaft for my minecarts which is supposed to let minecarts travel up and down easily, but when I put a cart with a chest and a cart with a furnace behind it and powered the powered minecart, the powered minecart glitched straight through the chest cart and moved all the way to the top by itself. I tried manually pushing 2 chest carts up the shaft, I got them to the top, but all the way, they kept glitching through each other and freely occupied the same exact space as each other(in other words, they were inside each other without pushing each other away). anyone else getting this? WallShadow 00:17, 5 August 2011 (UTC)

I think I know what you mean, but I've also built a spiral staircase down a mineshaft,But The spiral is made of cobble,(if it matters) And when I try and make my minecart go up corners,It glitches,turns completly black,And dosn't give it back when I destory the block its in. But when I destroy the minecart its self,It gives it back. Any help? Luker17 21:26, 17 August 2011 (UTC)

Taxicab/Euclidean Geometry[edit]

The statement that the minecarts violate taxicab geometry while simulating euclidean geometry is false, as they violate both. When travelling diagonally in taxicab geometry, they would travel at 4ms-1 on each axis, whereas in Euclidean geometry it would travel at √32 = 5.656854249ms-1 on each axis. Of course, you cannot move in two axes simultaneously in taxicab geometry anyway. The statement also seems to imply taxicab geometry applies in the real world, which it does not. gz33 (talk) 12:37, 14 September 2011 (UTC)

I just deleted the claim on it simulating Euclidean geometry. Why didn't you remove it right away? As a side note, the insane geometric properties might deserve a page on their own. I can't remember seeing another game that combines three different metrics. 16:36, 21 October 2011 (UTC)


I read the Speed section of the Minecart page and decided to do some tests of my own, since I noticed the 3x3 Powered Rail loop booster no longer works as advertised. As of current writing (Beta 1.8.1), I'm afraid the results weren't too good.

There appears to be a sort of cap or severe diminishing returns on momentum accumulation now. A cart placed on a 45 degree slope at a height of five blocks travels about nine on flat ground. At a height of 10, the cart travels 12 blocks. At heights 20 and beyond, the cart barely travels past 15 blocks. The highest starting point I tested was 60 and the minecart traveled 16 blocks. When I tested the 'v' shaped track where the cart starts going downhill and immediately moves uphill, a starting height of 60 resulted in an upwards travel distance of barely five blocks.

Now, I have no experience with Wikis and only created this account because I noticed no other mention of this momentum cap anywhere. Since I'm afraid of messing things up, could someone change the Wiki page to reflect this info? --Longschlong 03:11, 5 October 2011 (UTC)

Addendum: A cap is confirmed. Made a bigger slope and put the minecart at height=120. Still ended up moving 16 blocks on a flat surface.--Longschlong 03:51, 5 October 2011 (UTC)

Super Cart[edit]

I may have found a glitch that makes cart go on forever on a minecart track. if you stack minecarts in a pipe, rather then stacking they will fuse into one cart. If the cart are sitting on a powered rail and it is activated with redstone, the carts travel forever. Usually more than 3 carts will work and 6 is about the amount needed to be able to ride in it without it exploding back into the origional carts. Just wondering if this is just me. -sg6nightstalker

I've tested this myself and I haven't gotten the same results. I do remember, however, this glitch working at a certain point. Right now, carts just move their standard distance before slowing and "exploding" into individual carts, spaced evenly over the track.--Longschlong 23:38, 23 October 2011 (UTC)

I've tried this myself, and it does work, at least off track. If you do that, and run them off the track so they simply fall about a block, the minecarts will contiue going in that direction forever, until they hit something. If they hit you, however, it will move diagonally, and will act as a pinball of sorts. See if you can replicate this. --Kastor1994

"The upper has not been implemented"[edit]

Under Trivia: "The upper has not yet been implemented as Minecarts can only be placed on rails and falling in lava while in a Minecart will destroy it and the player will fall in the lava." What is this supposed to mean? ("the upper") Immibis 11:45, 8 January 2012 (UTC)

Who knows. I've removed it because it's nonsensical. --NightKev 22:05, 7 April 2012 (UTC)

I think it was trying to say "The bottom-side texture referred to by the above trivia item isn't implemented because you can't place minecarts where you can look at their bottom, because they won't even float in lava". Not that that's true. —kpreid 01:08, 8 April 2012 (UTC)

Prohibiting Grass Growth?[edit]

It seems like an occupied minecart sitting stationary on track on a block of dirt surround by grass prevents grass growth. Has this happened to anyone else?

Minecart Lifespan[edit]

I was riding along in a minecart that had alot of miles on it when suddenly it disappeared out from under me and dropped a block of Wooden Planks. Do minecarts have a limited lifespan.. or was this a weird glitch? — kizmutT/C 04:33, 9 June 2012 (UTC)

I'm pretty sure it is a glitch. If minecarts did have a limited lifespan, it would make more sense for them to drop iron or similar. I don't know what happened, but it's a glitch. Dragon29 29 (talk) 23:09, 14 November 2013 (UTC)

Minecarts in Lava[edit]

I dropped a minecart in lava and it did not break. [GadgetReviews01449]

Minecarts will pick up mobs if in motion.[edit]

In this article it is not stated that minecarts will pick a mob up if they are moving. It should probably be stated in the article that if an empty minecart is moving along a track it will pick up any mobs that could collide with it and they will then enter the minecart and ride it. It should also be stated that this is a feature and not a bug, to stop new players that have not witnessed this behavior thinking they may have found a bug. BrickVoid 08:49, 11 August 2012 (UTC)

  • I tested this in 1.3.2 Creative mode and I found that if an empty minecart is moving on a powered rail and a mob is in it's path such that the minecart would collide with it, then the minecart will pick up the mob and the mob will then be riding it and moving. If the rail is unpowered, the moving minecart will pick up the mob but will come to a complete stop almost immediately with the mob free to exit the minecart at random. It therefore appears that for 1.3.2 at least, the section on Basic Minecart Usage should be updated to properly outline the current behavior concerning minecarts. BrickVoid 11:42, 4 September 2012 (UTC)

Interesting bug/mob trap glitch[edit]

When one stacks enough minecarts on a track they can't fly off the tracks and moving rapidly, Mobs will begin to teleport from the same Z-level or one below in the same chunk into the minecarts on the track. This can be exploited to create a mob trap that quickly suffocates nearby mobs that can load into minecarts or otherwise corrals them from an area. As a downside, it also affects passive mobs, and mobs that aren't two blocks high.

I believe that this is due to a bug in how minecarts can fly off tracks at high speeds, as occaisionally, a minecart will appear before rubberbanding back to the circle. Enjoy Firehound 09:35, 14 January 2013 (UTC)

Minecart Trains broken?[edit]

I've been trying to create a viable train of minecarts(without using a powered cart on either end) but the cart I ride in ends up colliding with the cart ahead of me and reverses direction, even with a powered rail boost. This is colliding with an EMPTY mine cart. Is there a secret to this I'm missing or do multiple cart trains no longer work? 05:19, 27 February 2013 (UTC)Aaron

Weight vs Range???[edit]

There is not even a mention of this subject and it deserves probably a whole page on its own: an unloaded cart loses energy way, way faster than occupied one. Six powered rails push an empty cart 10 blocks up a slope. The same powered rails can push a cart with the player inside up 40 blocks. An unpowered cart will stop maybe 10-15 blocks from the bottom of a long, steep slope. The same cart with player inside will roll on and on, I'm not even sure how far, but damn far.

What are the weights of different loads? How do they convert to "friction" or whatever makes the cart retain speed longer?

This isn't even hinted all throughout the wiki. A fairly large omission I'd say. 17:04, 4 March 2013 (UTC)

some tests measured in blocks traveled. 1 ramp = 1 incline diagonal track. nudge = previous plus from rest start of one block higher pushed by player as gently as possible. 1 block =cart majority resting inside a block, a half is on a boarder between two blocks. parenthesis used for estimation if unreadable lengths extra. entity used was a chicken spawned from creative mode on the highest ramp possible, moderate error due to mobs enabling the rider's nudging effect.
cart type 1 ramp + nudge 2 ramp + nudge
empty 2.5(+0.3) 4(-0.1) 4.5(+0.2) 5(+0.2)
chest 22(+0.1) 32.5(-0.1) 40.5 53(+0.1)
furnace 2 2 3 3(+0.2)
tnt 2.5(+0.3) 4 4.5(+0.2) 5(+0.2)
hopper 22(+0.1) 32.5(+0.1) 40.5 53(+0.1)
entity 55(+/-mob move) 75(+/-mob move) 75(+/-mob move) 89(+/-mob move)
tests was done in 1.5 prereleace on a superflat. results show different carts do have a weight to them to slow them down. chests and hoppers being equal (makes sense though for what they do). tnt, although "heavier" than nothing, isn't different to an empty cart. furnaces have thier ability to move themselves but without power, its almost like running on boosters that aren't powered. 01:52, 11 March 2013 (UTC)
Valid point. In my super flat world, 1.5prerelease, I notice that my minecart doesn't get very far when unoccupied. However, when I sit inside, it goes all the way to the end of my rail track, about 100 metres. You could perhaps add it in, as a new page or section on this page, but I'd suggest discussing it on the community portal talk page first. Numbermaniac 02:11, 11 March 2013 (UTC)
i'm not the same ip, i was trying to help that week ago ip comment as i was browsing about hoppers trying to make an automated farm collection. 02:45, 11 March 2013 (UTC)
I know. I was just saying it is a valid point. Numbermaniac 03:34, 11 March 2013 (UTC)

"Paralysed" Mobs after riding[edit]

So, I've observed this, that, with several mobs, especially villagers and skeletons, place them on a minecart, take them off, and they lose their legs. WTF? Phoenixx 19:17, 21 July 2013 (UTC)


It is stated that in real life friction does not increase with velocity unlike minecraft. However in real life friction from air resistance does increase with velocity so this is not as unrealistic as stated.

Minecarts on fire produce light?[edit]

Can a minecart that is on fire produce light? If they can then this would be a good way to have a light at the head of minecart trains. Brickticks (talk) 18:29, 5 December 2013 (UTC)

Collision and suffocation at end of track[edit]

Ride downward on a 1/1 incline at high speed. At the end, take a turn into a 2-high dirt tower. I just found out the hard way that when running into this we can actually collide and suffocate to death. KodeMonger (talk) 10:06, 1 January 2014 (UTC)

No power required[edit]

This page and others are ambiguous that the minecart "may need to be powered". It does not. Get into a cart and press your forward movement key (w) and you will move forward, even up a slope. It's slow but not painful. To transport a villager or other cargo, get the payload into a cart, push it forward, then place another cart behind. Again just use forward movement key and you'll push the train. KodeMonger (talk) 10:06, 1 January 2014 (UTC)

Must keep indicating direction[edit]

Moving in a minecart is a lot like moving in a boat. If you take your finger off of the movement key, gravity and other physics will take over. So if you're going uphill and stop pressing the forward key (w), you may start sliding backward, and there's no way to stop once it's moving like this. When rounding a turn, turn your mouse in the direction of the turn to ensure "forward" means continue on the track. Otherwise there's a conflict and physics takes over. KodeMonger (talk) 10:06, 1 January 2014 (UTC)

Snapshot 14w11b cart behavior on flat straights.[edit]

In a straight line start/stop test it seems that a minecart with player, minecart with chest and minecart with hopper will travel 64 blocks after leaving the powered rail. While a minecart with furnace, an empty minecart and a minecart with tnt move 5, 7 and 8 blocks respectively.

A powered minecart hitting any cart will propel it forward in the following manner: empty minecart;34 blocks, tnt minecart;34 blocks, hopper minecart;172 blocks, player minecart;183 blocks, chest minecart;276 blocks. In all cases it will result in the powered minecart to stop completely, the only exception to this is when it hits another powered minecart. In that case they will both be propelled forward at walking speeds for the full 3 minutes. Any cart after that will get propelled if there were no second powered cart, this effect does not stop the powered cart from moving.

Minecart IDs: Missing a type?[edit]

I was looking at the page, and I noticed that there's only six IDs in the section, instead of seven, which caused an error on my part. (Which, by the way, sorry!) Isn't there suposed to be seven, or am I wrong? I would fix it myself if I'm right, but I have no clue how and rather not break anything. Creepergoboom64 (talk) 20:27, 10 August 2014 (UTC)

There also is the Minecart with Spawner, but they have no item form and the table only shows minecarts with item forms. --KnightMiner (t|c) 22:00, 10 August 2014 (UTC)
I was talking about the dispensers, but they weren't added. My fault, sorry! Creepergoboom64 (talk) 11:52, 11 August 2014 (UTC)

"Merged minecarts are two or more minecarts merged."[edit]

This statement is rather vague. I've just recently started experimenting with mine carts... can someone expand on this? As it is it's a tautology. –Preceding unsigned comment was added by Wainstead (talkcontribs) at 18:52, 19 December 2014 (UTC). Please sign your posts with ~~~~

  • 1: Sign your posts with ~~~~
  • 2: Click the "Add topic" button to add a new section.
  • 3: Do not edit other user's comment. –LauraFi - talk 19:19, 19 December 2014 (UTC)