In preparation of minecarts and circuits working in SMP, I decided to develop a fully automated subway system. As of now each station in my system has two rail lines with one-way traffic. With a series of these stations, players may traverse the minecraft world in elegant minecart fashion. I will be updating this post with related tutorials and improvements to the subway system.
Changes/Added Features: 1. Color coded Stations = Color markings were added to provide aesthetics and allow for station ID from a distance.
2. Cart Magazine Manual Reload = Straight-forward. If the cart magazine is empty, additional carts can be easily dropped into the magazine.
3. Incoming Cart Pause = This brief pause makes it easier for incoming passengers to exit the main line at the station of their choice.
4. System Painting Map = I modified a 4x3 painting to serve as a subway system map for players.
5. Aesthetics = I added some furniture, flowers, and storage to make the stations more comfortable. The second floor has worktables and furnaces. In addition to the work areas, the second floor is home to a system block map. Signage was added throughout the station for directions.
Here is the long-awaited save file so others may enjoy this system and play with its inner workings: World2.rar - 7.8 Mb
Satellite Station (Version 1)
Features: 1. Cart waiting = A cart will be waiting for each player at a loading station. When a rider mounts the cart, a booster cart accelerates them onto the main rail line. This cart station is refilled automatically by the booster cart to reset the loading area for the next player.
2. Cart magazine = A stack of carts in a column will resupply the outgoing cart station. The cart magazine also collects any empty carts from arriving players.
3. Run away cart prevention = Nothing new here, but each empty cart will be redirected to refill the cart magazine.
4. Unloading lane = Upon arrival at a station, the rider may hit a button. The button removed the rider and cart from the main rail line and parks them at a regulated offloading station. When the player exits the cart, the empty cart is swept away to refill the cart magazine.
Hatter's Subway Tutorial1: RS NOR, On-off relay, and cart magazine
In this tutorial, I cover the minecart and redstone circuit techniques I used in the making of my [Satellite Station Prototype]. I cover the use of basic automation switches (buttons and pressure plates), RS NOR latches, On-off relays, and cart magazines.
I will probably put a dip near the switch with a missing track segment to brake and give the rider more time to press the button....OR i could put a series of buttons that all activate the same switch. I think the first idea would be better.
I am really waiting for the minecarts/circuits to work properly before hosting a public server. If so, it will likely be on the joe.to servers where I play.
That being said, once i clean it up and do a few revisions, I see no harm in releasing a schematic of an individual station. Then, people can link them together as they see fit.
This and the computer built inside of Minecraft may be the two coolest things I've ever seen built. Although this may win the award for more practical and aesthetic purposes. :tongue.gif:
This and the computer built inside of Minecraft may be the two coolest things I've ever seen built. Although this may win the award for more practical and aesthetic purposes. :tongue.gif:
It's not that practical considering how much iron and redstone it would use.
This and the computer built inside of Minecraft may be the two coolest things I've ever seen built. Although this may win the award for more practical and aesthetic purposes. :tongue.gif:
It's not that practical considering how much iron and redstone it would use.
its not meant to be practical.
its meant, to be AWESOME, and EFFICENT.
Rollback Post to RevisionRollBack
Give me an internet, or Chuck Norris will kill you!!!
Theoretically, one cart storage area could run out of cards, and then people are sad and have to bring their own.
Thus, you need to have the destination area send out an empty cart back towards the origin point upon origin departure... and this can't be more than a couple hundred blocks away, lest it be lost in an unloaded chunk if no other players are around.
Good point. I plan to eventually have two cart magazines at each station. The primary cart magazine will probably be of capacity 10-15 in a manner that I have shown. The secondary cart magazine will be designed as an overflow buffer for the primary magazine.
I was planning on making a cart station between station that will send carts to stations that have an empty buffer magazine and will retrieve carts from full buffer magazines (say 5 or so at a time). I was going to address this problem later since the challenge will be proximity to multiple stations.
i'm confused as to why you have a button instead of an automated pressure plate at the entrance. what if person A comes in, hits the button and goes into the departure lane but then person B comes in, presses the button as well, and goes down the same lane instead of continuing to the next departure lane, thus creating a jam up? i think a pressure plate at the entrance instead of a button would be better and with that a lock that makes it so that once departure lane 1 is entered it locks anyone from accessing it until it's later unlocked by the player reaching the end of the departure lane and exiting the cart. maybe trigger the unlocking of the lane by the booster cart taking away the empty one?
Subway system installments:
1. Satellite Station Version 1
2. Satellite Station Version 2
Subway system tutorials:
1. Subway Tutorial 1: RS NOR, On-off relay, and cart magazine
Featured:
1. http://crafthub.net/2010/10/16/watch-ou ... minecraft/
Satellite Station (Version 2)
Changes/Added Features:
1. Color coded Stations = Color markings were added to provide aesthetics and allow for station ID from a distance.
2. Cart Magazine Manual Reload = Straight-forward. If the cart magazine is empty, additional carts can be easily dropped into the magazine.
3. Incoming Cart Pause = This brief pause makes it easier for incoming passengers to exit the main line at the station of their choice.
4. System Painting Map = I modified a 4x3 painting to serve as a subway system map for players.
5. Aesthetics = I added some furniture, flowers, and storage to make the stations more comfortable. The second floor has worktables and furnaces. In addition to the work areas, the second floor is home to a system block map. Signage was added throughout the station for directions.
Here is the long-awaited save file so others may enjoy this system and play with its inner workings:
World2.rar - 7.8 Mb
Satellite Station (Version 1)
Features:
1. Cart waiting = A cart will be waiting for each player at a loading station. When a rider mounts the cart, a booster cart accelerates them onto the main rail line. This cart station is refilled automatically by the booster cart to reset the loading area for the next player.
2. Cart magazine = A stack of carts in a column will resupply the outgoing cart station. The cart magazine also collects any empty carts from arriving players.
3. Run away cart prevention = Nothing new here, but each empty cart will be redirected to refill the cart magazine.
4. Unloading lane = Upon arrival at a station, the rider may hit a button. The button removed the rider and cart from the main rail line and parks them at a regulated offloading station. When the player exits the cart, the empty cart is swept away to refill the cart magazine.
Hatter's Subway Tutorial1: RS NOR, On-off relay, and cart magazine
In this tutorial, I cover the minecart and redstone circuit techniques I used in the making of my [Satellite Station Prototype]. I cover the use of basic automation switches (buttons and pressure plates), RS NOR latches, On-off relays, and cart magazines.
Here is a world save from my tutorial video:
World3.rar - 3.2 Mb
my thread and subway videos
Also, do you think you'll be hosting a server so others can help build it, because I would love to help.
****ing
****
mind = blown
i love you
I will probably put a dip near the switch with a missing track segment to brake and give the rider more time to press the button....OR i could put a series of buttons that all activate the same switch. I think the first idea would be better.
I am really waiting for the minecarts/circuits to work properly before hosting a public server. If so, it will likely be on the joe.to servers where I play.
That being said, once i clean it up and do a few revisions, I see no harm in releasing a schematic of an individual station. Then, people can link them together as they see fit.
my thread and subway videos
It's not that practical considering how much iron and redstone it would use.
its not meant to be practical.
its meant, to be AWESOME, and EFFICENT.
i thought this was so awesome, that i sent it to my good friend. you're welcome.
Thanks. We have been trading messages off and on tonight.
my thread and subway videos
Posting in SSP about SMP = Probably less win. Built in SP, yes. FOR SP, no.
Amazing work btw, it deserves many fake riches!
that is all.
Theoretically, one cart storage area could run out of cards, and then people are sad and have to bring their own.
Thus, you need to have the destination area send out an empty cart back towards the origin point upon origin departure... and this can't be more than a couple hundred blocks away, lest it be lost in an unloaded chunk if no other players are around.
:smile.gif:
I was planning on making a cart station between station that will send carts to stations that have an empty buffer magazine and will retrieve carts from full buffer magazines (say 5 or so at a time). I was going to address this problem later since the challenge will be proximity to multiple stations.
my thread and subway videos