Any way to modify the direction obsidian launches carts with a sign as well? As it stands, I can't make it go west unless there's NO other track, which is impossible to make with a closed circuit minecart track.
Tried putting North, South, West, East. Read through the Wiki a few times, what am I doing wrong?
Out of curiosity, what happens if you make the sign say "North".
Also, compasses do not point north. They point to your spawn. Your spawn is not always north.
Quote from Fizzster »
Any way to modify the direction obsidian launches carts with a sign as well? As it stands, I can't make it go west unless there's NO other track, which is impossible to make with a closed circuit minecart track.
Hey there,
I'm with Godcraft working with Kane and we've come up with an amazing arrival and departure system thanks to your great plug-in :biggrin.gif:. Now that we did that we've realized that one problem remains. When a chest gets filled it discards the excess carts. Now in a system where the tracks are very far apart its impracticable to have to travel around the map refilling the empty chests with the carts that were discarded from filled ones. Also with that method we still would lose a lot of carts. The goal is to create a way that would recycle the carts between 2 stations. The 2 main barriers to getting a recycled cart system in place with what exists now are the following:
1. the chests discard carts which then get destroyed over time.
2. This scenario would NOT work: If the mod were reverted back to how the chests used to work we would lay a track just for empty carts and have the excess carts roll down them to the other station. Now this wouldn't work due to A. its a clumsy system that could back up, its also clumsy because it would require 1 or 2 times the amount of track total, and seeing as our planned figures are in the 10 of thousands already... it would be more unrealistic to add more tracks then already planned. B.The chunk loading problem. The empty carts would disappear when traveling down to the previous station to be recycled... so that wouldn't work and make the scenario even more pointless.
Possible solutions: 1. create a '/chest share' or something like that where the goal would be to assign 2 chests a specific id and that would enable those two chest to constantly share their inventories. so when one cart leaves the chest on point A, the chest at point B would also lose one cart. Same goes for when a cart is added to one chest, it will also be added to the other. (the idea came from Kanes crazy head) .
I have no idea if there is a way to incorporate that into your mod or something like it nor do i have the skillz to make something that would work like this myself... so this is where you come in, the awesome mod creator :biggrin.gif:. can we work to find a solution to this problem? If we can a fully automated, long distance, minecart system will become one large step closer to becoming a reality!
Thanks a lot (and sry for the wall of txt),
Gervang
Hey there,
I'm with Godcraft working with Kane and we've come up with an amazing arrival and departure system thanks to your great plug-in :biggrin.gif:. Now that we did that we've realized that one problem remains. When a chest gets filled it discards the excess carts. Now in a system where the tracks are very far apart its impracticable to have to travel around the map refilling the empty chests with the carts that were discarded from filled ones. Also with that method we still would lose a lot of carts. The goal is to create a way that would recycle the carts between 2 stations. The 2 main barriers to getting a recycled cart system in place with what exists now are the following:
1. the chests discard carts which then get destroyed over time.
2. This scenario would NOT work: If the mod were reverted back to how the chests used to work we would lay a track just for empty carts and have the excess carts roll down them to the other station. Now this wouldn't work due to A. its a clumsy system that could back up, its also clumsy because it would require 1 or 2 times the amount of track total, and seeing as our planned figures are in the 10 of thousands already... it would be more unrealistic to add more tracks then already planned. B.The chunk loading problem. The empty carts would disappear when traveling down to the previous station to be recycled... so that wouldn't work and make the scenario even more pointless.
Possible solutions: 1. create a '/chest share' or something like that where the goal would be to assign 2 chests a specific id and that would enable those two chest to constantly share their inventories. so when one cart leaves the chest on point A, the chest at point B would also lose one cart. Same goes for when a cart is added to one chest, it will also be added to the other. (the idea came from Kanes crazy head) .
I have no idea if there is a way to incorporate that into your mod or something like it nor do i have the skillz to make something that would work like this myself... so this is where you come in, the awesome mod creator :biggrin.gif:. can we work to find a solution to this problem? If we can a fully automated, long distance, minecart system will become one large step closer to becoming a reality!
Thanks a lot (and sry for the wall of txt),
Gervang
Very good writeup. I really hate the system right now. Most people on SMP are going to want to keep the carts automatic because no one wants to jam the system with random placed carts. The problem is balancing the carts from station to station.
I don't know if it's client/server lag or what, but I had a nice closed system where if the cart was occupied, the player would trip the stone switch and cause the track to switch diverting them away from the station with the chest. However, as I expanded my mine cart network and made the carts come from further away (only approx 100 blocks) they would roll over the switch, I would hear the switch sound but the track would either not switch in time, or at all.
want the system to be completely automated. Player hits button, cart comes to station and waits for them to get in it, if button is pressed again before the first cart leaves, another cart doesn't come (I already have this worked out). In addition, the carts will continue to run the circuit until a player is no longer in them, at that time, the cart will then divert into the nearest station as it reaches it. If anyone has any solutions to this problem let me know.
I had it laid out like this
- Track
- Stone Pressure Plate
- switched track
chest
Top view
[] [] [] [] [] []
This works for short distances but as soon as you go too far, I think the cart/player aren't in sync anymore and thus the cart is already going to the chest as the plate is pressed. I tried placing an entire row of plates all lined up before the switcher and it still didn't seem to work. I'm at a loss :sad.gif:
i cant get my minecart to stop on the obsidian booster :sad.gif: what am i doing wrong.
i have like this from top view
[]
[] lever dust track
[]
and from the side view it looks like this
[] [] []
i have the lever so that the dust is not glowing and my cart just zips over the top
Well, there are 2 reasons why it would zip over the top
1: There is a pressure plate on top instead of track (I wish this would be fixed)
2: there is some sort of power getting to the obsidian via either redstone or the torch.
nope neither of them are happening it is surounded by dirt and is just a bit of track on the obsidian if you realy want to see it join my smp server ( cow_go.mooo.com)
turns out it was a bad install i reinstalled it and my problems are fixed amazing how a support guy can fail so hard.
the old saying if you want it done right do it ur self is so true.
Hey there,
I'm with Godcraft working with Kane and we've come up with an amazing arrival and departure system thanks to your great plug-in :biggrin.gif:. Now that we did that we've realized that one problem remains. When a chest gets filled it discards the excess carts. Now in a system where the tracks are very far apart its impracticable to have to travel around the map refilling the empty chests with the carts that were discarded from filled ones. Also with that method we still would lose a lot of carts. The goal is to create a way that would recycle the carts between 2 stations. The 2 main barriers to getting a recycled cart system in place with what exists now are the following:
1. the chests discard carts which then get destroyed over time.
2. This scenario would NOT work: If the mod were reverted back to how the chests used to work we would lay a track just for empty carts and have the excess carts roll down them to the other station. Now this wouldn't work due to A. its a clumsy system that could back up, its also clumsy because it would require 1 or 2 times the amount of track total, and seeing as our planned figures are in the 10 of thousands already... it would be more unrealistic to add more tracks then already planned. B.The chunk loading problem. The empty carts would disappear when traveling down to the previous station to be recycled... so that wouldn't work and make the scenario even more pointless.
Possible solutions: 1. create a '/chest share' or something like that where the goal would be to assign 2 chests a specific id and that would enable those two chest to constantly share their inventories. so when one cart leaves the chest on point A, the chest at point B would also lose one cart. Same goes for when a cart is added to one chest, it will also be added to the other. (the idea came from Kanes crazy head) .
I have no idea if there is a way to incorporate that into your mod or something like it nor do i have the skillz to make something that would work like this myself... so this is where you come in, the awesome mod creator :biggrin.gif:. can we work to find a solution to this problem? If we can a fully automated, long distance, minecart system will become one large step closer to becoming a reality!
Thanks a lot (and sry for the wall of txt),
Gervang
I understand the problem - over time some chests start overflowing while others run out. I agree that this is a problem, but I'm not sure your proposed solution is optimal though, for 2 reasons:
1.) If the other chest was in an unloaded chunk, the game wouldn't be able to find it
2.) Even if both chests were in loaded chunks, searching for the other chest is a costly operation. It would cause a severe performance hit. Searching the entire map for 1 block is pretty much a performance sinkhole... On maps as large as yours, it could take nearly 1 s.
I'm not denying that it's a problem though. I suppose if you had the exact x,y & z coordinates of the other chest, and put them on the sign it wouldn't be hard on performance, but how would players know the x,y and z? My only idea to solve the x,y,z issue is to steal Risiguma's sign mod that will show the x,y,z with certain commands.
Take some time to talk about the idea with your server, and see what they think.
Quote from RustyDagger »
i cant get my minecart to stop on the obsidian booster :sad.gif: what am i doing wrong.
i have like this from top view
[]
[] lever dust track
[]
and from the side view it looks like this
[] [] []
i have the lever so that the dust is not glowing and my cart just zips over the top
Not sure what to tell you other than to have your redstone hooked up to the obsidian block directly. The redstone won't work if it's adjacent, but not hooked up.
Quote from RustyDagger »
no help for me so sad :sad.gif:
5 am EST is not a good time to ask for help when I live in Michigan, USA.
Quote from Fizzster »
I don't know if it's client/server lag or what, but I had a nice closed system where if the cart was occupied, the player would trip the stone switch and cause the track to switch diverting them away from the station with the chest. However, as I expanded my mine cart network and made the carts come from further away (only approx 100 blocks) they would roll over the switch, I would hear the switch sound but the track would either not switch in time, or at all.
want the system to be completely automated. Player hits button, cart comes to station and waits for them to get in it, if button is pressed again before the first cart leaves, another cart doesn't come (I already have this worked out). In addition, the carts will continue to run the circuit until a player is no longer in them, at that time, the cart will then divert into the nearest station as it reaches it. If anyone has any solutions to this problem let me know.
I had it laid out like this
- Track
- Stone Pressure Plate
- switched track
chest
Top view
[] [] [] [] [] []
This works for short distances but as soon as you go too far, I think the cart/player aren't in sync anymore and thus the cart is already going to the chest as the plate is pressed. I tried placing an entire row of plates all lined up before the switcher and it still didn't seem to work. I'm at a loss :sad.gif:
Pressure Plates don't activate redstone correctly in SMP with carts - this is a bug in Minecraft.
Quote from Freman »
I think having a sign next to the box is a bit overkill... it's got a obsidian block on the side we want it to come out...
and I think the obsidian perhaps could be configured to fire in the direction of sand...
I just tested a small rail link (big circle) and people were confused by the extra signs (on top of the signs for actually using the link)
I disagree, sign's are more versatile. If it bothers you, orient your stations around the normal NESW directions.
Afforess,
Okay, just wanted to verify it was working as expected. Thanks... probably some latency issues at work then.
Out of curiosity, what happens if you make the sign say "North".
Also, compasses do not point north. They point to your spawn. Your spawn is not always north.
Signs work on obsidian launchers already.
Hehehe, he's using the runecraft mod "compass" rune which always points true north
This is my 4th attempt to post this reply....
Tried them all. None work, and continue to not to work.
Interesting. Could you upload your save somewhere so I could test it out and hopefully fix the issue?
Unfortunately no. I have my Hogwarts build on this map, and cannot let it go freely. If you wish to come onto the server and check it out, PM me.
Understand completely - you'll be getting a PM shortly.
I'm with Godcraft working with Kane and we've come up with an amazing arrival and departure system thanks to your great plug-in :biggrin.gif:. Now that we did that we've realized that one problem remains. When a chest gets filled it discards the excess carts. Now in a system where the tracks are very far apart its impracticable to have to travel around the map refilling the empty chests with the carts that were discarded from filled ones. Also with that method we still would lose a lot of carts. The goal is to create a way that would recycle the carts between 2 stations.
The 2 main barriers to getting a recycled cart system in place with what exists now are the following:
1. the chests discard carts which then get destroyed over time.
2. This scenario would NOT work: If the mod were reverted back to how the chests used to work we would lay a track just for empty carts and have the excess carts roll down them to the other station. Now this wouldn't work due to A. its a clumsy system that could back up, its also clumsy because it would require 1 or 2 times the amount of track total, and seeing as our planned figures are in the 10 of thousands already... it would be more unrealistic to add more tracks then already planned. B.The chunk loading problem. The empty carts would disappear when traveling down to the previous station to be recycled... so that wouldn't work and make the scenario even more pointless.
Possible solutions:
1. create a '/chest share' or something like that where the goal would be to assign 2 chests a specific id and that would enable those two chest to constantly share their inventories. so when one cart leaves the chest on point A, the chest at point B would also lose one cart. Same goes for when a cart is added to one chest, it will also be added to the other. (the idea came from Kanes crazy head) .
I have no idea if there is a way to incorporate that into your mod or something like it nor do i have the skillz to make something that would work like this myself... so this is where you come in, the awesome mod creator :biggrin.gif:. can we work to find a solution to this problem? If we can a fully automated, long distance, minecart system will become one large step closer to becoming a reality!
Thanks a lot (and sry for the wall of txt),
Gervang
i have like this from top view
[]
[] lever dust track
[]
and from the side view it looks like this
[] [] []
i have the lever so that the dust is not glowing and my cart just zips over the top
Very good writeup. I really hate the system right now. Most people on SMP are going to want to keep the carts automatic because no one wants to jam the system with random placed carts. The problem is balancing the carts from station to station.
Check out my Let's Play Series:
want the system to be completely automated. Player hits button, cart comes to station and waits for them to get in it, if button is pressed again before the first cart leaves, another cart doesn't come (I already have this worked out). In addition, the carts will continue to run the circuit until a player is no longer in them, at that time, the cart will then divert into the nearest station as it reaches it. If anyone has any solutions to this problem let me know.
I had it laid out like this
- Track
- Stone Pressure Plate
- switched track
chest
Top view
[] [] [] [] [] []
This works for short distances but as soon as you go too far, I think the cart/player aren't in sync anymore and thus the cart is already going to the chest as the plate is pressed. I tried placing an entire row of plates all lined up before the switcher and it still didn't seem to work. I'm at a loss :sad.gif:
Well, there are 2 reasons why it would zip over the top
1: There is a pressure plate on top instead of track (I wish this would be fixed)
2: there is some sort of power getting to the obsidian via either redstone or the torch.
turns out it was a bad install i reinstalled it and my problems are fixed amazing how a support guy can fail so hard.
the old saying if you want it done right do it ur self is so true.
and I think the obsidian perhaps could be configured to fire in the direction of sand...
I just tested a small rail link (big circle) and people were confused by the extra signs (on top of the signs for actually using the link)
I understand the problem - over time some chests start overflowing while others run out. I agree that this is a problem, but I'm not sure your proposed solution is optimal though, for 2 reasons:
1.) If the other chest was in an unloaded chunk, the game wouldn't be able to find it
2.) Even if both chests were in loaded chunks, searching for the other chest is a costly operation. It would cause a severe performance hit. Searching the entire map for 1 block is pretty much a performance sinkhole... On maps as large as yours, it could take nearly 1 s.
I'm not denying that it's a problem though. I suppose if you had the exact x,y & z coordinates of the other chest, and put them on the sign it wouldn't be hard on performance, but how would players know the x,y and z? My only idea to solve the x,y,z issue is to steal Risiguma's sign mod that will show the x,y,z with certain commands.
Take some time to talk about the idea with your server, and see what they think.
Not sure what to tell you other than to have your redstone hooked up to the obsidian block directly. The redstone won't work if it's adjacent, but not hooked up.
5 am EST is not a good time to ask for help when I live in Michigan, USA.
Pressure Plates don't activate redstone correctly in SMP with carts - this is a bug in Minecraft.
I disagree, sign's are more versatile. If it bothers you, orient your stations around the normal NESW directions.
Check out my Let's Play Series: