So the first day of 1.5 I wanted to make something using the new rails but couldn't think what. Then I thought of a train station. So here it is! :biggrin.gif: if you have any advice on what I could add, please tell me!
(You only have to watch up to :55 because beyond that is just a little behind the scenes)
(I'll be shamelessly stealing your ideas soon, just so you know.)
Well I'm glad someone likes it! For something like this should I do a "tutorial" or a "build through" of remaking this? Or should I just show the different mechanisms I used.
I like this design quite a bit. I'd be interested to see your mechanisms behind the wall. Esp., I'd like to see if you could replace the pre-1.5 booster with a 1.5 booster track, or if the trad. booster is required for the reset.
I very much like the push-button controls. Well done.
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Former admin for the one and only VoxelBox, still looking for where I put that chest, forever punching wood.
I like this design quite a bit. I'd be interested to see your mechanisms behind the wall. Esp., I'd like to see if you could replace the pre-1.5 booster with a 1.5 booster track, or if the trad. booster is required for the reset.
I very much like the push-button controls. Well done.
After making the return I realized I should have use the rails. But then I also remembered the cart won't move unless you push it after powering the track. I wanted it to have the least amount of work as possible. Just three button pushes and some right clicking is needed. I do want to make a video showing how everything works but I'm now sure how I should execute it. I have an area near my station just with different mechanisms. All of which are in my station. Would it be best to just show the different techniques on how I did it? Or should I actually build a completely new station, showing step-by-step how it's done?
Also, thanks for the feedback! One of the first things I did in Minecraft that I didn't use too much help from others, besides a few circuits.
Yea, you can reset cart with just 1.5 boosters. Powered rails act as a brake when unpowered, and will accelerate when powered. So just have an unpowered rail for the minecart to stop, get out. Hit button to change the rail to the powered state, and send it on its way.
good work with the station, btw. Very clean design.
Yea, you can reset cart with just 1.5 boosters. Powered rails act as a brake when unpowered, and will accelerate when powered. So just have an unpowered rail for the minecart to stop, get out. Hit button to change the rail to the powered state, and send it on its way.
good work with the station, btw. Very clean design.
As he said, powered track only accelerates a moving minecart, or one that is against a wall. Which I find disappointing, but meh.
I just thought over my system and realized my dispenser use was completely unnecessary. As long as you can remember to return a cart you can make a much simpler system of dropping a cart down other than having a somewhat long system. Will post pictures soon.
EDIT: I also realized that it doesn't have to travel so far to get above ground. I wanted only the station above ground and a little bulk around the station. In my tutorial I will just explain the mechanisms and show where I put them then how I built them.
I just thought of something... Powered rails are bad at going up hills... And all mine access involves hills... So powered rails aren't really that useful for mines, only level transport systems like this.
Which disapoints me since I want a good way to access my mines without relying on glitches.
I just thought of something... Powered rails are bad at going up hills... And all mine access involves hills... So powered rails aren't really that useful for mines, only level transport systems like this.
Which disapoints me since I want a good way to access my mines without relying on glitches.
They are unforutnatly bad at going uphill but I do like how small they are. All they need is the rail and a torch and you're good. Boosters need some space around the rail too.
1) You don't need that many powered rails in a row. Due to the mechanics of them, there's no benefit to placing them like that after you get your initial boost.
2) You can drop the cart at the arrival area, similar to how you spit out a cart. This allows it to fall against a wall, so you don't need a booster to pull it away.
Yea, you can reset cart with just 1.5 boosters. Powered rails act as a brake when unpowered, and will accelerate when powered. So just have an unpowered rail for the minecart to stop, get out. Hit button to change the rail to the powered state, and send it on its way.
good work with the station, btw. Very clean design.
As he said, powered track only accelerates a moving minecart, or one that is against a wall. Which I find disappointing, but meh.
This. Didn't realize until I finished building a vast network of train stations...
I couldn't see what you posted, but how I have been doing it is this:
= reg tracks
= powered tracks
= button
[] [] [] []
[] [] []
[] [] []
This way the unpowered booster tracks act as breaks, stopping you at a pre-chosen location. But, having enough momentum to power you, you will end up by-passing the first slant and ending up on the second. This way you just press the button and it will power the boosters and send you to the next station.
So the breaks will look more like this ingame:
____ / = \ ____
Old news may be old, but I got this info purely from screwing around and not looking at any threads.
1) You don't need that many powered rails in a row. Due to the mechanics of them, there's no benefit to placing them like that after you get your initial boost.
2) You can drop the cart at the arrival area, similar to how you spit out a cart. This allows it to fall against a wall, so you don't need a booster to pull it away.
1) I know I didn't have to put that many powered rails but I kind of like the look and I thought might as well get it out of sight as quickly as I can with them. If you mean at the very start I did it because only one tended to pull the cart slowly and I wanted a quick start.
2) Not sure I understand what you're saying. The cart does drop from the ceiling.
I couldn't see what you posted, but how I have been doing it is this:
= reg tracks
= powered tracks
= button
[] [] [] []
[] [] []
[] [] []
This way the unpowered booster tracks act as breaks, stopping you at a pre-chosen location. But, having enough momentum to power you, you will end up by-passing the first slant and ending up on the second. This way you just press the button and it will power the boosters and send you to the next station.
So the breaks will look more like this ingame:
____ / = \ ____
Old news may be old, but I got this info purely from screwing around and not looking at any threads.
That is ingenious and I have never seen a thread about this. /respect
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1) You don't need that many powered rails in a row. Due to the mechanics of them, there's no benefit to placing them like that after you get your initial boost.
2) You can drop the cart at the arrival area, similar to how you spit out a cart. This allows it to fall against a wall, so you don't need a booster to pull it away.
1) I know I didn't have to put that many powered rails but I kind of like the look and I thought might as well get it out of sight as quickly as I can with them. If you mean at the very start I did it because only one tended to pull the cart slowly and I wanted a quick start.
2) Not sure I understand what you're saying. The cart does drop from the ceiling.
A powered rail (p-rail) with a block at one end will start a cart moving without the need for a second cart.
the p-rail boosts in one of two directions. but it needs to know which direction to boost. with two open ends it can't decide, so doesn't boost. but a block at one end and it knows it can't boost that directions and so boosts a stationary cart the other way.
He's suggesting you drop the arriving cart one block down onto an unpowered p-rail so that there's a block behind the cart and the button turning on the p-rail will send the cart into storage.
1) You don't need that many powered rails in a row. Due to the mechanics of them, there's no benefit to placing them like that after you get your initial boost.
2) You can drop the cart at the arrival area, similar to how you spit out a cart. This allows it to fall against a wall, so you don't need a booster to pull it away.
1) I know I didn't have to put that many powered rails but I kind of like the look and I thought might as well get it out of sight as quickly as I can with them. If you mean at the very start I did it because only one tended to pull the cart slowly and I wanted a quick start.
2) Not sure I understand what you're saying. The cart does drop from the ceiling.
A powered rail (p-rail) with a block at one end will start a cart moving without the need for a second cart.
the p-rail boosts in one of two directions. but it needs to know which direction to boost. with two open ends it can't decide, so doesn't boost. but a block at one end and it knows it can't boost that directions and so boosts a stationary cart the other way.
He's suggesting you drop the arriving cart one block down onto an unpowered p-rail so that there's a block behind the cart and the button turning on the p-rail will send the cart into storage.
Ohh!!! Ehh.. I like the feeling of a smooth ride in, getting out and pushing a button. The drop down kinda seems....odd compared to the rest.
I couldn't see what you posted, but how I have been doing it is this:
= reg tracks
= powered tracks
= button
[] [] [] []
[] [] []
[] [] []
This way the unpowered booster tracks act as breaks, stopping you at a pre-chosen location. But, having enough momentum to power you, you will end up by-passing the first slant and ending up on the second. This way you just press the button and it will power the boosters and send you to the next station.
So the breaks will look more like this ingame:
____ / = \ ____
Old news may be old, but I got this info purely from screwing around and not looking at any threads.
That is ingenious and I have never seen a thread about this. /respect
I can't tell if you're being sacastic or not. *sadface*
(You only have to watch up to :55 because beyond that is just a little behind the scenes)
(I'll be shamelessly stealing your ideas soon, just so you know.)
Well I'm glad someone likes it! For something like this should I do a "tutorial" or a "build through" of remaking this? Or should I just show the different mechanisms I used.
I very much like the push-button controls. Well done.
After making the return I realized I should have use the rails. But then I also remembered the cart won't move unless you push it after powering the track. I wanted it to have the least amount of work as possible. Just three button pushes and some right clicking is needed. I do want to make a video showing how everything works but I'm now sure how I should execute it. I have an area near my station just with different mechanisms. All of which are in my station. Would it be best to just show the different techniques on how I did it? Or should I actually build a completely new station, showing step-by-step how it's done?
Also, thanks for the feedback! One of the first things I did in Minecraft that I didn't use too much help from others, besides a few circuits.
good work with the station, btw. Very clean design.
As he said, powered track only accelerates a moving minecart, or one that is against a wall. Which I find disappointing, but meh.
I just thought over my system and realized my dispenser use was completely unnecessary. As long as you can remember to return a cart you can make a much simpler system of dropping a cart down other than having a somewhat long system. Will post pictures soon.
EDIT: I also realized that it doesn't have to travel so far to get above ground. I wanted only the station above ground and a little bulk around the station. In my tutorial I will just explain the mechanisms and show where I put them then how I built them.
Which disapoints me since I want a good way to access my mines without relying on glitches.
They are unforutnatly bad at going uphill but I do like how small they are. All they need is the rail and a torch and you're good. Boosters need some space around the rail too.
2) You can drop the cart at the arrival area, similar to how you spit out a cart. This allows it to fall against a wall, so you don't need a booster to pull it away.
This. Didn't realize until I finished building a vast network of train stations...
= reg tracks
= powered tracks
= button
[] [] [] []
[] [] []
[] [] []
This way the unpowered booster tracks act as breaks, stopping you at a pre-chosen location. But, having enough momentum to power you, you will end up by-passing the first slant and ending up on the second. This way you just press the button and it will power the boosters and send you to the next station.
So the breaks will look more like this ingame:
____ / = \ ____
Old news may be old, but I got this info purely from screwing around and not looking at any threads.
1) I know I didn't have to put that many powered rails but I kind of like the look and I thought might as well get it out of sight as quickly as I can with them. If you mean at the very start I did it because only one tended to pull the cart slowly and I wanted a quick start.
2) Not sure I understand what you're saying. The cart does drop from the ceiling.
That is ingenious and I have never seen a thread about this. /respect
A powered rail (p-rail) with a block at one end will start a cart moving without the need for a second cart.
the p-rail boosts in one of two directions. but it needs to know which direction to boost. with two open ends it can't decide, so doesn't boost. but a block at one end and it knows it can't boost that directions and so boosts a stationary cart the other way.
He's suggesting you drop the arriving cart one block down onto an unpowered p-rail so that there's a block behind the cart and the button turning on the p-rail will send the cart into storage.
Ohh!!! Ehh.. I like the feeling of a smooth ride in, getting out and pushing a button. The drop down kinda seems....odd compared to the rest.
I can't tell if you're being sacastic or not. *sadface*