also, very cool, I thought about making something like this while constructing an XOR gate to open the double doors to my base, but I put it way on the back burner, seeing how I have nothing to go too
Nothing terribly new, but I do really like that compact send-out. :biggrin.gif: (I also want to say that the washing-out with the external recording helps improve the visibility of the abyssally-dark minecraft!)
It inspires me for a variation on this, wherein that same launch mechanism also serves as a catcher to get off without hopping out at high speed (yikes!)
Using some kind of memory latch to determine when the stone pressure plate was triggered, to say if it's coming or going - basically linking the pressure plate to the destination switches with an and gate, wherein the memory resets and denies a second trip to a destination upon return (/ second pressure plate activation.)
Room for repeaters would allow enough delay between returning to the pressure plate and getting off. :biggrin.gif:
Quote from BurlyNate »
How does it cope with multiple inputs?
If you listened to the video in its entirety, it's just simple highest-order (or w/e you wanna call it); closest switch goes first...
I just finished building mine the other day too, its almost the same, you choose levers as well and select where you want to go. Its not as clean as your system is, wiring is all over the place, but its all hidden pretty well. Yours allows for future expansion a lot better than mine would though. I should really post a video of mine sometime :tongue.gif:
Personally, I would switch the levers to be push buttons, place a redstone torch above each button, and wire it so that, when you push a button, it sets that as your destination and lights up the redstone torch. That way you can avoid the "higher numbers take priority".
Otherwise, nice little station you have. Simple and easy to build.
Personally, my station uses intersections along the track, where you come in, stop, and on the wall is 1 lever with all the various destinations on the signs. So you flip the lever to which destination you're trying to get to (it's either on the top or bottom sign), and the track will direct you there. More work to set up, and more space required, but it's fun to pull up to underground intersections and pick your destination. :biggrin.gif: I use it because I have multiple stations and some of the areas can criss-cross (in terms of track), so it's better if you can pick your destination.
Personally, I would switch the levers to be push buttons, place a redstone torch above each button, and wire it so that, when you push a button, it sets that as your destination and lights up the redstone torch. That way you can avoid the "higher numbers take priority".
We've compacted that button/light/memory setup over here. Up to 29 buttons, with 1 wide x 4 deep x 3 high above ground and the rest buried underground.
I had a question about the booster you're using. Does it have to be oriented in a specific direction so that the carts will turn the right directions? Would it still work if you turned the whole thing 90 degrees?
I built a quick copy of it to play with and I had to make it a little bigger to get the cars to turn the right directions at the intersections. I assume this has something to do with the west-south rule.
I'm not even sure looking at the video why it works the way it does. When the booster on the track with the switch loops around (around 2:02 in the video), it heads "into" the page and turns left (down the ramp). But when the other booster loops around on the left, it heads "into" the page, and turns right. So I can't figure out which direction North is.
Sorry for being dumb. I'm pretty new to complicated track setups - all mine have been straight lines back and forth so far.
We've compacted that button/light/memory setup over here. Up to 29 buttons, with 1 wide x 4 deep x 3 high above ground and the rest buried underground.
Nice! I should reorganize my town so I can use a push-button system instead of intersections. It would probably be 100 times less complicated, haha!
I had a question about the booster you're using. Does it have to be oriented in a specific direction so that the carts will turn the right directions? Would it still work if you turned the whole thing 90 degrees?
I built a quick copy of it to play with and I had to make it a little bigger to get the cars to turn the right directions at the intersections. I assume this has something to do with the west-south rule.
I'm not even sure looking at the video why it works the way it does. When the booster on the track with the switch loops around (around 2:02 in the video), it heads "into" the page and turns left (down the ramp). But when the other booster loops around on the left, it heads "into" the page, and turns right. So I can't figure out which direction North is.
Sorry for being dumb. I'm pretty new to complicated track setups - all mine have been straight lines back and forth so far.
Yes, it does have to do with the west-south rule. A couple of the boosters, and a couple of the intersections would not work if turned 90 degrees. The intersection where the two returning tracks merge would not work.
About these boosters - Notice that one of the boosters loops around and is dropped onto the sloped track (the west-south rule doesn't apply here).
viewtopic.php?f=35&t=93046&start=30
viewtopic.php?f=35&t=27752
rawr
>:3
also, very cool, I thought about making something like this while constructing an XOR gate to open the double doors to my base, but I put it way on the back burner, seeing how I have nothing to go too
It inspires me for a variation on this, wherein that same launch mechanism also serves as a catcher to get off without hopping out at high speed (yikes!)
Using some kind of memory latch to determine when the stone pressure plate was triggered, to say if it's coming or going - basically linking the pressure plate to the destination switches with an and gate, wherein the memory resets and denies a second trip to a destination upon return (/ second pressure plate activation.)
Room for repeaters would allow enough delay between returning to the pressure plate and getting off. :biggrin.gif:
If you listened to the video in its entirety, it's just simple highest-order (or w/e you wanna call it); closest switch goes first...
Come visit us!
viewtopic.php?f=35&t=58207
I just finished building mine the other day too, its almost the same, you choose levers as well and select where you want to go. Its not as clean as your system is, wiring is all over the place, but its all hidden pretty well. Yours allows for future expansion a lot better than mine would though. I should really post a video of mine sometime :tongue.gif:
Otherwise, nice little station you have. Simple and easy to build.
Personally, my station uses intersections along the track, where you come in, stop, and on the wall is 1 lever with all the various destinations on the signs. So you flip the lever to which destination you're trying to get to (it's either on the top or bottom sign), and the track will direct you there. More work to set up, and more space required, but it's fun to pull up to underground intersections and pick your destination. :biggrin.gif: I use it because I have multiple stations and some of the areas can criss-cross (in terms of track), so it's better if you can pick your destination.
We've compacted that button/light/memory setup over here. Up to 29 buttons, with 1 wide x 4 deep x 3 high above ground and the rest buried underground.
I had a question about the booster you're using. Does it have to be oriented in a specific direction so that the carts will turn the right directions? Would it still work if you turned the whole thing 90 degrees?
I built a quick copy of it to play with and I had to make it a little bigger to get the cars to turn the right directions at the intersections. I assume this has something to do with the west-south rule.
I'm not even sure looking at the video why it works the way it does. When the booster on the track with the switch loops around (around 2:02 in the video), it heads "into" the page and turns left (down the ramp). But when the other booster loops around on the left, it heads "into" the page, and turns right. So I can't figure out which direction North is.
Sorry for being dumb. I'm pretty new to complicated track setups - all mine have been straight lines back and forth so far.
Nice! I should reorganize my town so I can use a push-button system instead of intersections. It would probably be 100 times less complicated, haha!
Yes, it does have to do with the west-south rule. A couple of the boosters, and a couple of the intersections would not work if turned 90 degrees. The intersection where the two returning tracks merge would not work.
About these boosters - Notice that one of the boosters loops around and is dropped onto the sloped track (the west-south rule doesn't apply here).