I've been working on this concept for a while but has recently took a place on the back burners until I remembered about it when watching a video about a "grand central station" for minecarts. This design is a little advanced but simplistic in nature and allows a player to select a certain station, hop on a minecart, and go to that station without another player who leaves behind him mess up his selection.
Final Goal:
To create a minecart system where a player can select one location at one station, and be successfully transferred between two or more hub stations before arriving at their selected location.
Track Design
There are four stations (from nearest to farthest) Blue, Green, Yellow, Red. These stations each have and inbound track and outbound track from these stations (inbound is their respective color, outbound is white). A player can walk into the terminal and select the station they want to go to by activating a lever on the selection terminal; if all the track sections leading to that station are ready an audible noise (a note block) will sound as well as a redstone lamp light up above the start button. Once a player presses the button to leave the track a series of redstone circuits and logic gates then recalculate which tracks are "busy" and "ready" and display them as redstone lamps on the status terminal. A player cannot activate the start button if the selection he chose interferes with existing paths. Here is the redstone signal path: (for Green station)
I'm working on getting a level published with this concept and this is only the first step of this idea. I plan on expanding this to be able to send more than one minecarts at a time with this concept (which is already started working on; fixing the timing so detector rail pulses do not bleed together). I hope with help and collaboration with other users this idea can become fact and widely used.
Future Goals
Build a working grand central station (Final Testing 10/22/2012)
Build a working multi-minecart platform that sends 2-6 minecarts to the same station with this system (Early testing 10/22/2012)
Connect grand central stations to form hubs (Not Started)
Finalize concept and design of a "carry over" cart that with minimal user input (goal is input at only one station) successfully transports a player across 2 or more hubs to their intended station
Thoughts, Comments, Theories, Questions, and other constructive communication is encouraged.
Edit #1: This redstone circuit displayed is for the Green station.
Sounds promising...
Bookmark.
I'll definetly try building something like that too
Btw, is it planned to have more than one destination/arrival slot each station?
That'd be a huge building. And if so: what happens to the overflow-players?
is it planned to have more than one destination/arrival slot each station?
That'd be a huge building. And if so: what happens to the overflow-players?
Originally it was designed to have one platform that can send as well as receive. This has changed when the introduction of a multi-platform station was introduced (created a send platform and a receive platform). It can easily be reconstructed to have two way platforms with the implementation of additional redstone circuits. This first design can only be used in low traffic areas, the second design (reffering to a multi-minecart platform with multiple platform station) would be for higher traffic. This system will eliminate overflow to a station of the first design. However, an overflow platform will have to be made for such scenarios for the main hubs.
Final Goal:
To create a minecart system where a player can select one location at one station, and be successfully transferred between two or more hub stations before arriving at their selected location.
Track Design
There are four stations (from nearest to farthest) Blue, Green, Yellow, Red. These stations each have and inbound track and outbound track from these stations (inbound is their respective color, outbound is white). A player can walk into the terminal and select the station they want to go to by activating a lever on the selection terminal; if all the track sections leading to that station are ready an audible noise (a note block) will sound as well as a redstone lamp light up above the start button. Once a player presses the button to leave the track a series of redstone circuits and logic gates then recalculate which tracks are "busy" and "ready" and display them as redstone lamps on the status terminal. A player cannot activate the start button if the selection he chose interferes with existing paths. Here is the redstone signal path: (for Green station)
I'm working on getting a level published with this concept and this is only the first step of this idea. I plan on expanding this to be able to send more than one minecarts at a time with this concept (which is already started working on; fixing the timing so detector rail pulses do not bleed together). I hope with help and collaboration with other users this idea can become fact and widely used.
Future Goals
Edit #1: This redstone circuit displayed is for the Green station.
Bookmark.
I'll definetly try building something like that too
Btw, is it planned to have more than one destination/arrival slot each station?
That'd be a huge building. And if so: what happens to the overflow-players?
Originally it was designed to have one platform that can send as well as receive. This has changed when the introduction of a multi-platform station was introduced (created a send platform and a receive platform). It can easily be reconstructed to have two way platforms with the implementation of additional redstone circuits. This first design can only be used in low traffic areas, the second design (reffering to a multi-minecart platform with multiple platform station) would be for higher traffic. This system will eliminate overflow to a station of the first design. However, an overflow platform will have to be made for such scenarios for the main hubs.
Here is a zip folder with the first design as a raw world save:
http://www.filehosting.org/file/details/386846/Train.zip