No, really, I can't think of anything else to add. You can link as many of them as you want, each one can hold a up to a hundred carts (if you scale the dispenser, but it's not hard) and the carts only move if you have properly embarked/disembarked. The booster's momentum is reset at each loop, so I don't think it'll ever bug.
Wow, I am blown away by how well that works.
I especially like the flying leap on the booster return. As elegant as it is crazy. :smile.gif:
*edit*
I am a little curious about the half-step you added on the pez dispenser. Did you find that that made it work better, or was it for aesthetic purposes?
Jolly good job ! I already recreated this system in my world.
However, it seems that the "before stocking" step isn't working properly. I think it is supposed to take away the cart (pushing the wooden plate) when you leave the cart (depushing the stone plate). However, the stone plate isn't changing anything.
Sorry for not answering the questions before, I finished this at 6 am and went to sleep.
Quote from Vagrant0 »
Looks cool, just wondering how it works out in usage where you have ends of the track which are more than 300 blocks away.
You could expand the track where the booster meet the main cart, giving more power. Or you could add bidirectional boosters along the way.
Quote from polobow »
Can i copy that, but just make the travel longer?
And is it possible to make a dispenser at both sides?
Sure, the track was just an example. And yes, the idea is to use a station like this on each stop, probably rerouting the carts through it if it's already full.
Quote from Gummyish »
Make it so you don't always have to get into it? o.O
Why would you want that?
Quote from Rhakos »
And you sir win the Minecraft Cart internets. Go get this posted into the Wiki so we can expand on your design.
BTW - what happens if an animal gets caught in the traveling cart? Does that completely break how the carts stack at the end?
Currently, because of the lack of safeguards along the fall, the cart will end up slighly rotated and bug everything. But you can just make a proper falling shaft. Anyways, the idea is to completely cover the internals from the user, so I don't think animals could get in.
Quote from fr0stbyte124 »
I am a little curious about the half-step you added on the pez dispenser. Did you find that that made it work better, or was it for aesthetic purposes?
The booster was taking away two carts each pass. This makes an overflow detector harder, but I don't think it would be impossible.
I noticed your original design didn't have this problem but couldn't replicate it correctly. Any help would be appreciated.
Quote from Ormindo »
Jolly good job ! I already recreated this system in my world.
However, it seems that the "before stocking" step isn't working properly. I think it is supposed to take away the cart (pushing the wooden plate) when you leave the cart (depushing the stone plate). However, the stone plate isn't changing anything.
I'm gonna try to make it work like that.
Check if the cart is correctly over the two plates. I had some problems with weak boosters that would make the cart press only the first plate. A little fall could certainly solve the problem.
And double-check the redstone wiring is correct, this things can be very temperamental.
Quote from Flashk »
I give you an idea:
Just mix your station with this other one:
That's a great one, but depends heavily on how you are going to use the station. In my main save I have only a circular track, so choosing directions is not that important. But yeah, you could use the direction-choosing system as you wish. The station I designed is just to dispense the carts and would replace a small part from the station you showed.
Quote from Ormindo »
Frostbyte, I think the half-step is here to prevent the bottom-most cart to go on the nearby rails.
Almost. To prevent carts from going the wrong direction there's a single dirt block on the side of the bottom of the cart stack. The reason for the half step is explained above.
Next steps:
[*:2cuwh9m1] Minimizing track and extra carts usage
[*:2cuwh9m1] Minimizing space usage so it can be made underground without big problems
[*:2cuwh9m1] Trying to use a single holding loop for the pez dispenser, launch and stop
[*:2cuwh9m1] Actually trying to tie many of this together to see if there's any improvement to be made on the general system
[*:2cuwh9m1] Adding it to the wiki!
So the cart that you ride gets propelled by the cart stuck in the loop?
Yes. This happens in three different stages:
- The booster cart (that's what the cart in the loop is called) passes along and drags a cart from the dispenser
- The same booster cart propels the player to the exit
- A different (for now) booster cart propels the player's cart to the dispenser when he/she arrived at the station and disembarked
If you need help with boosters, there are a few great tutorials in this board.
Apart from the dispenser, which is your main selling point (and is awesome) I do believe I have a better station in the works, which will be posted soon.
Rollback Post to RevisionRollBack
Quote from GiantMecha »
Quote from Shotgun_Steve »
I don't understand why people are smoking out this idea, I'm not that big a fan of WoW, but can you guys at least give reasons as to why you are opposed to this?
Apart from the dispenser, which is your main selling point (and is awesome) I do believe I have a better station in the works, which will be posted soon.
I'm eager to see and I hope we will be able to merge them together.
Looks cool, just wondering how it works out in usage where you have ends of the track which are more than 300 blocks away.
You could expand the track where the booster meet the main cart, giving more power. Or you could add bidirectional boosters along the way.
The reason I asked is because the game seems to have some issues related to minecart (and boat) physics between being loaded and unloaded from active chunks.
As for the animal issue, you could use a stone pressure plate before the stack to divert the car if there is a rider inside, sending the car into a looped area with a low ceiling to kill off anything that might be in the car (player) before adding the cart to the stack. It would require another booster to move the cart past these checks, but might solve the problem.
Still wouldn't kill chickens, which are easily the most annoying mob, what with their stupid eggs jamming up the works.
Quote from BoppreH »
Thanks for the encouragement guys.
I noticed your original design didn't have this problem but couldn't replicate it correctly. Any help would be appreciated.
My design had a guard block to the front of the dispensor, which held back the second cart. Additionally, the booster meets the dispensed cart at an angle, rising up from the level below. That had some problems with not grabbing the cart at lower velocities. In both versions it would seem, once the booster cart is going fast enough, how it impacts the dispensed cart doesn't seem to make a huge difference.
Gah! You beat me by a day.
I had a similar (but more compact) design yesterday, but I didn't reset momentum and the carts would bug out.
-see next post for pictures-
If you really want to kill the animals, I guess you could drown them. Throw the cart into a very long current with low ceiling. If you plan it well you might even be able to do without an extra booster.
I'll try to minimize the design first. All ideas are welcome, especially from the guys who said they were planing similar systems.
Download this world!
Pez Dispenser idea by fr0stbyte124.
Cow not included.
And that cow is cute :>
Kudos to you! Nice job!
I tip my hat to you sir.
*steps out of the ring*
Into the cellar! There's a ternader a'comin!
BTW - what happens if an animal gets caught in the traveling cart? Does that completely break how the carts stack at the end?
I especially like the flying leap on the booster return. As elegant as it is crazy. :smile.gif:
*edit*
I am a little curious about the half-step you added on the pez dispenser. Did you find that that made it work better, or was it for aesthetic purposes?
However, it seems that the "before stocking" step isn't working properly. I think it is supposed to take away the cart (pushing the wooden plate) when you leave the cart (depushing the stone plate). However, the stone plate isn't changing anything.
I'm gonna try to make it work like that.
I'm on the Pokemon bandwagon
Sorry for not answering the questions before, I finished this at 6 am and went to sleep.
You could expand the track where the booster meet the main cart, giving more power. Or you could add bidirectional boosters along the way.
Sure, the track was just an example. And yes, the idea is to use a station like this on each stop, probably rerouting the carts through it if it's already full.
Why would you want that?
Currently, because of the lack of safeguards along the fall, the cart will end up slighly rotated and bug everything. But you can just make a proper falling shaft. Anyways, the idea is to completely cover the internals from the user, so I don't think animals could get in.
The booster was taking away two carts each pass. This makes an overflow detector harder, but I don't think it would be impossible.
I noticed your original design didn't have this problem but couldn't replicate it correctly. Any help would be appreciated.
Check if the cart is correctly over the two plates. I had some problems with weak boosters that would make the cart press only the first plate. A little fall could certainly solve the problem.
And double-check the redstone wiring is correct, this things can be very temperamental.
That's a great one, but depends heavily on how you are going to use the station. In my main save I have only a circular track, so choosing directions is not that important. But yeah, you could use the direction-choosing system as you wish. The station I designed is just to dispense the carts and would replace a small part from the station you showed.
Almost. To prevent carts from going the wrong direction there's a single dirt block on the side of the bottom of the cart stack. The reason for the half step is explained above.
Next steps:
[*:2cuwh9m1] Minimizing track and extra carts usage
[*:2cuwh9m1] Minimizing space usage so it can be made underground without big problems
[*:2cuwh9m1] Trying to use a single holding loop for the pez dispenser, launch and stop
[*:2cuwh9m1] Actually trying to tie many of this together to see if there's any improvement to be made on the general system
[*:2cuwh9m1] Adding it to the wiki!
You all have the world save, feel free to help!
Yes. This happens in three different stages:
- The booster cart (that's what the cart in the loop is called) passes along and drags a cart from the dispenser
- The same booster cart propels the player to the exit
- A different (for now) booster cart propels the player's cart to the dispenser when he/she arrived at the station and disembarked
If you need help with boosters, there are a few great tutorials in this board.
I'm eager to see and I hope we will be able to merge them together.
Oh boy, SMP with carts will be so much fun.
The reason I asked is because the game seems to have some issues related to minecart (and boat) physics between being loaded and unloaded from active chunks.
As for the animal issue, you could use a stone pressure plate before the stack to divert the car if there is a rider inside, sending the car into a looped area with a low ceiling to kill off anything that might be in the car (player) before adding the cart to the stack. It would require another booster to move the cart past these checks, but might solve the problem.
My design had a guard block to the front of the dispensor, which held back the second cart. Additionally, the booster meets the dispensed cart at an angle, rising up from the level below. That had some problems with not grabbing the cart at lower velocities. In both versions it would seem, once the booster cart is going fast enough, how it impacts the dispensed cart doesn't seem to make a huge difference.
I had a similar (but more compact) design yesterday, but I didn't reset momentum and the carts would bug out.
-see next post for pictures-
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
I'll try to minimize the design first. All ideas are welcome, especially from the guys who said they were planing similar systems.
I just hope notch doesn't fix the boosters soon.