I think Jeb purposely do not want to push containers (chest/furnace/dispenser) as this will involve in complicated calculation in the inventory attached to it which will also increase the workload of the game engine.
Especially these things are to be designed in SMP environment. The flicking of redstone signals is already a framerate killer for SMP and I don't think the developer wants more things to be calculated for no meaning.
There is one thing I think the texture of the piston is somewhat incorrect - blocking water. Shouldn't it be sealed to the side so that water would not passed through/destroy the piston?
Anyway I am having lots of idea on how to play with the piston. Piston that cover the light source, piston that pump water upstream, piston that...
My 2 cents.
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1. There are pressure plate A and B on each side of a piston door.
2. A and B will connect to the piston door input X.
3. When someone step onto A, the door will open. I need a pulse P (off-on-off) here for the X. The current A is not good, because as long as someone is stepped on A, it will only gives off-on signal. I need the complete pulse to work (much like what a button do).
4. After the pulse P is sent, the system will ignore any input from A (like someone jumping on A, system only acknowledge the 1st signal) for T seconds (repeater, this one i know).
5. During the countdown T if someone step on B, it will send another pulse P into the input X, and it need to cancel off the T countdown at the same time.
6. Vice verse if the sequence is B-A it also applies.
7. After T seconds countdown the system also sends a P signal to X.
Anyone can help me on this?
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I'm gonna add this in my build.
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I think Jeb purposely do not want to push containers (chest/furnace/dispenser) as this will involve in complicated calculation in the inventory attached to it which will also increase the workload of the game engine.
Especially these things are to be designed in SMP environment. The flicking of redstone signals is already a framerate killer for SMP and I don't think the developer wants more things to be calculated for no meaning.
There is one thing I think the texture of the piston is somewhat incorrect - blocking water. Shouldn't it be sealed to the side so that water would not passed through/destroy the piston?
Anyway I am having lots of idea on how to play with the piston. Piston that cover the light source, piston that pump water upstream, piston that...
My 2 cents.
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Next build a 125 high x 150 diameter tower up from bedrock to skylimit.
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Yes that was my intention. Anyway should we stick to subway or bring the rail line up to surface? Something like:
Surface rail
or Elevated Rail
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At first I was thinking to get the subway up to the surface and maybe up to the elevated line at the industrial zone. But I am kinda hopeless in connecting them. Perhaps you can take a look at them?
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I harvested my 5 double chest full of all sorts of drops.
I am full with the stuff.
The mobtower is now lying abandoned.
I move on.
How am I gonna make use of the loots? I have no idea. I still would be chopping trees, mine for ore, plant wheat like anyone else.
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Well, currently the industrial zone is only populated by little factories which is good in adding the subway. You can freely take a look at them and do the necessary.
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--> Minehattan78 HERE <--
Changes:
- Fixed Broken-Link Bridge alignment problem.
- Fixed broken-Link Bridge Chain on the Industrial zone Side.
- Add more lights to Broken-Link bridge.
- Added Subway line connecting City Centre to Industrial zone through Broken-Link 2nd deck.
Uflapjack please help me to continue in the subway lane at the industrial zone. I am kinda confuse on how you manage the lines and stops.
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TAKEN
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Yes yes... But I am not able to catch up with the pace you all "grow" with the city.
MCEdit for me?