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    posted a message on [Building] Guide, Tips, and Help
    Personally, I tend to find symmetry to be boring. My latest map's buildings have been built with the desire to make separate structures meld into one another. For example, in the image I below, I have what remains of my original shelter (Which I will admit was fairly large) with various additions to it. I added a forge room that is placed on pylons over the ocean (for imaginary safety reasons), a Kitchen, and even a bedroom.

    Of course the largest addition to my house would be the small, round, light house. All of my towers on this map have been made with a circular footprint because I had gotten so bored of the plain old square towers I used to build.



    Here we have another image of my modest sea side shack, this time from the front. :smile.gif:





    ~Catachan
    Posted in: Creative Mode
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    posted a message on THE PISTON PLANE!
    Sorry, but your design is flawed. Mostly due to the fact that you want to use two sticky pistons rather than one normal and one sticky. **This** post has a video of a manually powered flight engine however. . .

    ~Catachan
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Engine for a flying machine?
    Quote from toastt

    Mind posting a pic of it, I would love to see how it works, cause that was sorta the way I was thinking of making something like this work.

    How about I do one better and make a fool of myself with a video of me testing the prototype?

    Well whether you want it or not, here's a vid!

    ~Catachan
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Engine for a flying machine?
    Quote from MintyAnt

    That would require cycling like 4 torches at a time, right? Meaning the ship would be moving in quarters? (Depending on ship size, assume small as it can be)


    Since the objective is to make a flying machine, does it really matter if the design requires the pilot to move the ship in pieces?

    I managed to make a prototype, but it leaves a trail of exhaust blocks in it's wake that are basically the track it runs on. . . so I am not sure that it actually satisfies the requirements.

    ~Catachan
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Engine for a flying machine?
    It doesn't sound like the ship has to be automatic, so why not make it move by manually cycling the engine with red stone torches?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Updated with video *NEW* Vertical Mine Cart Dispenser
    Quote from Tyeeeee1 »
    How is this better than a pez dispenser design?


    Well, frankly, I am not sure I can claim that it is any better than a pez dispenser. However it does have the bonus of not requiring a mine cart to "clip" through a door, so in the event that Notch decides to fix the collision detection between carts and doors, this system will continue to operate.

    Of course it may be that with the mine cart fix that is set for release with the 1.6 update, carts will no longer merge with each to sit on top of a rail. If that happens, then a pez dispenser system will be the ultimate solution in cart storage.

    ~Catachan
    Posted in: Survival Mode
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    posted a message on Updated with video *NEW* Vertical Mine Cart Dispenser
    I thought that the forums here might like a video of my system in action, so here you go!

    I demonstrate the system and show how my over flow cart detection works.

    Thanks for watching!
    ~Catachan
    Posted in: Survival Mode
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    posted a message on Updated with video *NEW* Vertical Mine Cart Dispenser
    I'm a little surprised, I originally posted this a little under a month ago, and it didn't get much attention. I am glad that people seem to actually be interested in the system now though.

    Thanks for the support everybody!
    ~Catachan

    Also, if anyone else has any issues with the second prototype world save and the spawn point in it, please let me know.

    Thanks!
    Posted in: Survival Mode
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    posted a message on Updated with video *NEW* Vertical Mine Cart Dispenser
    Enos Shenk: I'm sorry it took me so long to reply to your last post, I am very pleased to see that you have been able to implement the system well. I am sorry about the spawn issue in the second uploaded map, I thought I had set it so that the player would spawn on a floating patch of Dirt in the sky with a drop pool to jump into, but apparently I that didn't work?

    Regardless, I am excited to see that the system has actually been used by other people besides myself.

    ~Catachan
    Posted in: Survival Mode
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    posted a message on Minecart Stations!
    I developed the dispenser Method shown in this thread. The system is extensible and so far I haven't yet had any problems with it. It is however still a work in progress and I encourage people to play around with it and improve it.
    Posted in: Survival Mode
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    posted a message on Do you think Notch is going to be sneaky about 1.6?
    Quote from The_White2086 »
    snip!

    I want a craft all button. 4 stacks of 64 sand -> 1 stack of 64 sandstone is mildly annoying, being able to shift click there to get it all done quickly would be nice


    Really? I have one. It's my middle mouse button. Though it only exists because I haven't had any especially good games to set macros for on my keyboard and mouse in a while.

    Maybe setting macros for Minecraft is overkill?

    ~Catachan
    Posted in: Survival Mode
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    posted a message on Updated with video *NEW* Vertical Mine Cart Dispenser
    Quote from Kammy »
    Holi krap.
    :iapprove:


    Thank you!

    I updated the prototype to hold a lot more carts, and uploaded the world save with it in it to Mediafire again.
    I included this link in the OP but I figured you might also want to see it here for redundancy.

    Thanks!

    ~Catachan

    http://www.mediafire.com/file/0v879r9c0 ... penser.zip
    Posted in: Survival Mode
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    posted a message on Keeping Minecart Dispensers Full
    Quote from Xinhuan »
    Quote from Catachan »
    Also, by using a vertical stacking method, I can use stop blocks to start the carts moving, and I don't need to orient the system in any particular direction since the carts jump from one holding cell to the next via gravity.


    I actually think a horizontal orientation is easier to build a module since its more tricky to transmit redstone power lines up/down as compared to horizontally. Just to be nit-picky, your thread stated your module is 6x7x2. It is actually 6x7x4 because the top layer of redstone wires take up the full block of space as well, and you need a "floor" to build each module on when you stack them.

    Thus in your screenshot of a full system, your carts are 4-height apart from each other.


    Actually, I would argue that my system is 6x7x2 per mine cart stored. Admittedly, there are two storage cell types (I call them port and starboard storage cells) which must be stacked on top of one another so I guess the "Module," or smallest completely repeated section in my design is 4 blocks high. This however serves as storage for 2 carts instead of just one, so I listed the size as the size per cart.
    Also, the top layer of Redstone wires is built as a part of the cell above rather than the current cell, and the floor you build it on is the ceiling of the cell below it. If you look at the system in the world save file, you will see that as you go up vertically, every other block is either Redstone wiring or track.

    As for what you quoted of me, I actually included that statement in response to your image as well as your comment that you needed to orient the storage cell in a specific manner to ensure that the rails would connect properly. I am sorry because I should have made that more clear.

    Also, AvatarX: I ran a test on the system in which I called for a cart, broke it and called for another cart. I did not have any issues with the system creating gaps, however I do think I can see where your suspicions come from. If the system were very much larger than the prototype, it might be possible to call for a cart before the system has finished advancing carts through the queue. In that case, you might be able to generate a gap, but I will need to test for that to be sure.

    ~Catachan
    Posted in: Survival Mode
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    posted a message on Keeping Minecart Dispensers Full
    Quote from AvatarX »
    Quote from micko »
    hi,
    This design, along with Catachan's vertical design, as well as quite a few others that base on the new P-rail all have similar issue as ThatOneLundy described: reliance on "one cart out, one cart in", and this is the biggest original reason I started developing beyond V1 of my design. Put it simply, imagine that it's not a closed-loop system, so there is more then one station in the loop, or even multiple destinations; after User #1 departs with a cart, say there is no cart arrival before User #2 also departs with another cart, then you start to have problem: you would have a gap in your queue, the next arrival would not queue up to the front most position and will leave a gap in the queue.


    I'm sorry, because I don't know if I follow you. I'll give it a test when I get home today, but as far as I know about the system I designed, as long as a cart is removed using the call button no gaps can form in the system, regardless of how many carts are removed.

    I will take another look at it though when I get home and see if I can figure out what you are predicting.

    Thanks,

    ~Catachan
    Posted in: Survival Mode
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    posted a message on Keeping Minecart Dispensers Full
    I'm not sure I understand the flaw you described, as long as a cart is not removed from the center of the system, I am fairly sure that no matter how fast you call for a cart the system won't jam up. The Memory Cells actually control the powered state of the booster rails, and the detector rails only modify the state of the Memory Cells. Also, I am a bit confused by your redesign of the RS-NOR Latch, because I thought I tried that and found issues with the torches propagating signals upward. I'm not sure though, and I don't have time to try it again myself right now so I will look into that again tomorrow.

    Thank you very much for the Feedback!
    ~Catachan

    PS: Have you tried emptying the system and then reloading it? You may need to hit the manual reset buttons on the Latches that you can find on the back side of the memory circuits, but I am pretty sure the system should work as long as the number of carts is less than or equal to the number of holding cells.
    Posted in: Survival Mode
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