So I've made a train station and done the cart system, but I need a way for players to chose their destination after they are in the minecart, so basically, you put the ticket in a dropper, the door opens, you go in, get in the minecart and it sends you off, then you chose your destination and then you're off.
I don't know how to make a optional destination train track system thing and i've been looking through youtube but nothing that's really worked, it only really needs maybe 5 options, but it needs to be pretty compact.
If a turned minecart track is powered by redstone, it will change direction.
So just set each button to each way and connect the redstone to the turned track.
I'm sorry, I'm not very good at explaining things...
If a turned minecart track is powered by redstone, it will change direction.
So just set each button to each way and connect the redstone to the turned track.
I'm sorry, I'm not very good at explaining things...
yeah that's a very basic explanation of how it would work, but I don't know a way to set it out for that too work.
(Replace the 1's on that command with whatever number on each command block) The comparator on the other end of each command block will lead into rails. I'm pretty sure you would be able to figure out the rest if you know good redstone logic. I can make a screenshot if you want. My idea might not even work, like what I'm thinking about.
(Replace the 1's on that command with whatever number on each command block) The comparator on the other end of each command block will lead into rails. I'm pretty sure you would be able to figure out the rest if you know good redstone logic. I can make a screenshot if you want. My idea might not even work, like what I'm thinking about.
yeah im not too good when it comes to redstone or command blocks, could you test to see if it works and if it does post screenshots?
Not sure if this is very understandable. Again I'm bad at explaining even though I know how it works all to well. But please tell me if there are any problems and I can try to fix them. Also it should be pretty self explanatory to expand and make more directions.
Not sure if this is very understandable. Again I'm bad at explaining even though I know how it works all to well. But please tell me if there are any problems and I can try to fix them. Also it should be pretty self explanatory to expand and make more directions.
The pictures are clear and you did really well at explaining BTW Would you be able to upload the world save possibly?
To be frank, you hardly need anything as complecated as this to do what you need. A 2min google/youtube search would have pulled you up dozens of various station designs. I don't know how you didn't find one!
Specs:
you put the ticket in a dropper, the door opens, you go in, get in the minecart and it sends you off, then you chose your destination and then you're off.
1. Ticket Gate - seperate system involving hoppers
2. Destination selector - (what you are asking for)
Bi-directional station, return track, platform, four directions to head out by, can loop tracks with Bi-directional stations at detination or have 'end cap' lines and use one station as hub. Up to you. Select destination with simple levers, just watch how the track forms on points; it's self explanitory...
you got the under circuitry in the image right there...
Anything more?
Want a particular layout? Can do that for you. Basically you want a minecart railway, I'm one of your guys. Be more specific on what you want, and you'll get a more specific and functional station design.
GenAndSparkles
To something more advanced like;
...and if you really want to hit the nth degree you can go for a distributed set of stations that ask you when you pull into the station if you want to stay or continue on.
EDIT: Of which non of those will have the associated lag from the update clock or require you to 'cheat in' elements.
...and if you really want to hit the nth degree you can go for a distributed set of stations that ask you when you pull into the station if you want to stay or continue on.
EDIT: Of which non of those will have the associated lag from the update clock or require you to 'cheat in' elements.
I didnt find this video, but i found one with almost the same setout and tried it but it didnt work out to great.
try this one (its sethbling and therefore very trustworthy)
hope that helps
Yeah I saw this when he uploaded it, it's really good. But personally I wouldn't like it in a train station because it would just look ugly. But yes this is very efficient. And also I don't know how to add more tracks.
Yeah I saw this when he uploaded it, it's really good. But personally I wouldn't like it in a train station because it would just look ugly. But yes this is very efficient.
Agreed. I'd also prefer for the redstone to be hidden.
I don't know how to make a optional destination train track system thing and i've been looking through youtube but nothing that's really worked, it only really needs maybe 5 options, but it needs to be pretty compact.
So just set each button to each way and connect the redstone to the turned track.
I'm sorry, I'm not very good at explaining things...
yeah that's a very basic explanation of how it would work, but I don't know a way to set it out for that too work.
Also, I've added pictures.
Maybe behind each button you can have a command block that says:
And have clocks going into command blocks that say (Replace the 1's on that command with whatever number on each command block) The comparator on the other end of each command block will lead into rails. I'm pretty sure you would be able to figure out the rest if you know good redstone logic. I can make a screenshot if you want. My idea might not even work, like what I'm thinking about.
yeah im not too good when it comes to redstone or command blocks, could you test to see if it works and if it does post screenshots?
1 = scoreboard players set @p CartDirection 1
2 = scoreboard players set @p CartDirection 2
3 = scoreboard players set @p CartDirection 3
4 = scoreboard players set @p CartDirection 4
5 = scoreboard players set @p CartDirection 5
6 = testfor @p[x=X,y=Y,z=Z,r=R,score_CartDirection_min=1,score_CartDirection=1]
7 = testfor @p[x=X,y=Y,z=Z,r=R,score_CartDirection_min=2,score_CartDirection=2]
8 = testfor @p[x=X,y=Y,z=Z,r=R,score_CartDirection_min=3,score_CartDirection=3]
9 = testfor @p[x=X,y=Y,z=Z,r=R,score_CartDirection_min=4,score_CartDirection=4]
10 = testfor @p[x=X,y=Y,z=Z,r=R,score_CartDirection_min=5,score_CartDirection=5]
11 = tell @p[x=X,y=Y,z=Z,r=R,score_CartDirection_min=1,score_CartDirection=1] Track loaded!
12 = tell @p[x=X,y=Y,z=Z,r=R,score_CartDirection_min=2,score_CartDirection=2] Track loaded!
13 = tell @p[x=X,y=Y,z=Z,r=R,score_CartDirection_min=3,score_CartDirection=3] Track loaded!
14 = tell @p[x=X,y=Y,z=Z,r=R,score_CartDirection_min=4,score_CartDirection=5] Track loaded!
15 = scoreboard players set @p CartDirection 0
I could, but I might not. But I have. Quack.
To be frank, you hardly need anything as complecated as this to do what you need. A 2min google/youtube search would have pulled you up dozens of various station designs. I don't know how you didn't find one!
Specs:
1. Ticket Gate - seperate system involving hoppers
2. Destination selector - (what you are asking for)
You can go from something as basic as;
To something more advanced like;
...and if you really want to hit the nth degree you can go for a distributed set of stations that ask you when you pull into the station if you want to stay or continue on.
EDIT: Of which non of those will have the associated lag from the update clock or require you to 'cheat in' elements.
I didnt find this video, but i found one with almost the same setout and tried it but it didnt work out to great.
hope that helps
Semi-Pro builder
Very small youtuber
Engineer
you can hide the redstone on that one its just a basic design
Semi-Pro builder
Very small youtuber
Engineer