A bi-directional, mono-track (single line) railway system, with two way traffic, with no collisions...Ever...Period.
That can also sort Player/Mob Carts, Empty Carts (+Semi-full Minecarts with chests) with registered and non-registered addresses and comes with 4x sequential unlocked station bays for getting out at location and/or waiting for the line to switch to your direction of travel.
A grand overview
As of today, Gen11 Krafting has a new addition to surpass the old compact N expandable tumbler lock. The minecart system below works on the principle of being a 'time tabled line' [http://en.wikipedia....lway_signalling]. In the past there have been significant issues with creating a bi-directional mono-track, primaraly because of the issue with limited redstone signal length and repeaters. This meant that you would have to run two separate lines of 'redstone telegraph' next to your track to inform the station/signals at the other end of the segment/block that a cart is on the line, so don't send another!
This was both unsightly (particularly for Skyrails which are to be preferred to keep mobs off the line), and very resource costly. Furthermore because of the delay created via the repeaters the speed of signal to the next station/signals was finite, and over longer distances the lag would be significant creating a period where the next station could have sent a cart while one had already left from the other station creating a head-on collision disaster!
This could be mitigated by introducing a delay before the cart left the station giving time for the signal to reach the next station. However this in general could become infuriating to travellers who wanted to leave their station and so would set off manually rather than wait for the signal circuits to register.
A key breakthrough was in another Gen11 Krafting design that would only allow 'one-cart-on-the-line-at-a-time' by having a cart for every station, for every line. When you left a station you would leave with the only cart for that line from that station. However upon alighting at the destination a second cart stored at the destination station would be send back to the station that you left from, restocking the station travelled from. In this way, the cart itself acted as the signal as well as 'a token' because if there was no cart at the station you would have to wait for one to arrive shortly.
This got rid of the need for a redstone telegraph.
However even this design has shortcomings, most namely it can only support A-to-B travel, since a minecart on its own cannot carry information from which station it left from on its own. Hence you can only direct returning minecarts by lines. Indeed, this mean 1 platform per destination and only 1 cart per line. While the system is very elegant, and simple and prevents collisions it doesn't lend itself to volume of traffic. Furthermore If that line was to have a junction points in it, unless the junction supported return travel the unmanned carts carrying the return signal would not end up reaching the station. Hence all junction points had/have to support return travel via a flip-flop switch.
Yet with the new snapshot we have an ability to encode information in Minecarts with Chests via the amount of items they contain in them. This means that we can in principle use a minecart like the internet uses a packet. We can assign it an address and use its presence/non-pressence as a signal in its own right.
However the major shortcoming is like that in quantum physics, the only way to observer a minecarts contents is to use a hopper and evaluate the number of hopper slots filled up in a set period of time. This gives us unfortunately a finite number of addresses. Furthermore it means that in 'reading-the-cart' we have to alter the address it carries. Meaning that we have to use a 'reset bit' or 'reset cart' to return the items collected by the hopper to the cart, adding a whole level of complexity to what would have otherwise been a very simple system. It is this complexity that ends up costing a vast amount of resources to materialise the concept.
Far less elegant/optimised then it could, but the fundamentals are as they are and I doubt can be simplified further.
Both bi-directional mono-tracks suffer from an innate weakness in minecraft for unmanned minecarts travelling outside of unloaded chunks. This means that stations have to be placed within 160 blocks of one another, with the signal circuits both completely within that. Otherwise returning signals will not register as the mechanics in the unloaded chunk don't function.
In principle this means that any minecart transportation system so long as this limitation exsits can only be as complex as to be simple within 160 blocks. That is unless players are stationed along a track to keep it loaded at all times.
Given the massive scale and resource cost of implementing a fool-proof multi destination mono-track system, it rather defeats the object of having one, since the advantage of mono-lines over duel lines (each line takes a separate direction of travels) at that they take far fewer resources. A mono-track station with addressed carts is simply not resource efficient to be endorsed by Gen11 Krafting although the design still stands functional.
Q. Would it not be simpler to link up clocks for timetabling?
A. Alas not (so far...), while ideas of using a light sensor to synchronise station time and thus running to a timeable are possible, it runs into the same 160 block limit. And while short period timers are available for these track lengths, they suffer from you requiring to have the stations loaded during day/night periods otherwise they become desynchronised midway as unloaded timers don't always continue to function reliably for such a strict system.
Minecarts on the other hand load in with their momentum when you get close and carry on the signalling irrespective and cannot become desynchronised because they work on a natural 'to and fro' time-scale that is set by journey time between pairs of stations.
In terms of station management, the utilisation of 'station bays' or 'multiple platforms' that allow multiple minecarts to be stored in view, ready to go with a small amount of track points to insure bays are filled and emptied without collision are fairly superior to those station with a minecart 'pez dispenser' or other forms of cart return, as often these over time tend to glitch or get stuck with a wayward cart. Likewise wayward carts on the line without a person to press the cart return button can often end up being a nuisance to travellers. Whereas if a cart on entry into a station is automatically allocated a bay, or sent to a circulating overflow track segment, you can clear up the line of any wayward carts automatically. In terms of idiot proofing anybody carrying their own minecart can use such a station without compromising the logic circuits since they function per bay, rather than by memory storage. Finally they have a much easier way to select the destinations you want....It's called walking to the right platform or bay....of which with compact designs you can fit many in a small amount of space.
I made a working replica of SCP-914. You could throw stuff into it, mobs or items, put a setting in, and it would adjust them. And it was semi-random, the results varying while staying on a general guideline.
World corrupted and I lost it I never remembered how to make it again, it just never seems to work out again.I made a working replica of SCP-914. You could throw stuff into it, mobs or items, put a setting in, and it would adjust them. And it was semi-random, the results varying while staying on a general guideline.
World corrupted and I lost it I never remembered how to make it again, it just never seems to work out again.
Probably my 3x3 vertical RAM using the 13w01b snapshot was my most complex redstone device; however, I've made many others which I believe were also similarly complicated. The RAM took me about a day to build because I had no idea what I was doing, so I ended up scrapping my original design for a more compact and faster version. This current one has a 2 tick read/write so it's not only compact but fast as well!
Here's the most recent design:
Be sure to check out my runner up designs:
Currently the world's smallest (yes you heard me correctly: the SMALLEST) 1-wide half-adder design ever made:
The original "wireless" touchpad in minecraft. It is capable of tracking a players position (through the use of hostile wolves) up to 1/9th of a block!
An extremely compact 6xInfinity tileable button pad using the 13w01b snapshot:
Most complex design i've done, a horizontal 10 piston extender that will fully retract itself when powered (the input for it was inverted) within a matter of seconds. Was very useful in making one f my TNT cannons.
I finished my melon farm. I decided to use a tripwire where the pigs can trigger the harvesting instead of a pressure plate. I made a little cave in the pig farm and put the tripwire inside it. I still might try to devise a timer so that they can't trip it again right away... but for now it works fine. I think the next thing to make is the sorting device for my storage room.
Id have to say it's a mashup between my 3-digit resettable combo lock, using my own multiplexors, or my 8 chest auto resetting bank, which I spent days compacting.
An iron door security sistem that requires a password.
The iron door open with three numbers and if the player click on wrong button the entire system reset and open a lava pool under the player.
I made a "Dance Dance Revelution" game once. Had two piston tapes that was going on the same clock and looked the same. Preasureplates was the thing you stepped on. One of the pistontape made diffrent places of the wall infront lightup accordinly to what you were suppoed to step on. The other one checked if you stepped on the right one. It was quite nice, though it got very repetitive after a while so it wasn't soo cool in the end Was very proud though!
I built a block transmuter back when that was possible, it would allow you change a blocks data value and was the only way to produce chiseled stone brick back then, would still be the only way to get seamless stone slabs if it worked at all. I had a control panel with a big equivilancy table so you'd know what button to push to get the block you wanted. Then damn jeb and dinnerbone "fix" the game, minecraft was perfect 2 years ago and they keep ruining it.
Help me! The evil is taking me away,
its pulling me into the darkness.
Please help me, if I go in there
I will never come back, the world
is slowly drifting away. All I can
see is the pain and sorrow in my
eyes. My tears are drying up. I'm
already gone....
mono-track (single line) railway system,
with two way traffic,
with no collisions...Ever...Period.
That can also sort Player/Mob Carts, Empty Carts (+Semi-full Minecarts with chests) with registered and non-registered addresses
and
comes with 4x sequential unlocked station bays for getting out at location and/or waiting for the line to switch to your direction of travel.
A grand overview
As of today, Gen11 Krafting has a new addition to surpass the old compact N expandable tumbler lock. The minecart system below works on the principle of being a 'time tabled line' [http://en.wikipedia....lway_signalling]. In the past there have been significant issues with creating a bi-directional mono-track, primaraly because of the issue with limited redstone signal length and repeaters. This meant that you would have to run two separate lines of 'redstone telegraph' next to your track to inform the station/signals at the other end of the segment/block that a cart is on the line, so don't send another!
This was both unsightly (particularly for Skyrails which are to be preferred to keep mobs off the line), and very resource costly. Furthermore because of the delay created via the repeaters the speed of signal to the next station/signals was finite, and over longer distances the lag would be significant creating a period where the next station could have sent a cart while one had already left from the other station creating a head-on collision disaster!
This could be mitigated by introducing a delay before the cart left the station giving time for the signal to reach the next station. However this in general could become infuriating to travellers who wanted to leave their station and so would set off manually rather than wait for the signal circuits to register.
A key breakthrough was in another Gen11 Krafting design that would only allow 'one-cart-on-the-line-at-a-time' by having a cart for every station, for every line. When you left a station you would leave with the only cart for that line from that station. However upon alighting at the destination a second cart stored at the destination station would be send back to the station that you left from, restocking the station travelled from. In this way, the cart itself acted as the signal as well as 'a token' because if there was no cart at the station you would have to wait for one to arrive shortly.
This got rid of the need for a redstone telegraph.
However even this design has shortcomings, most namely it can only support A-to-B travel, since a minecart on its own cannot carry information from which station it left from on its own. Hence you can only direct returning minecarts by lines. Indeed, this mean 1 platform per destination and only 1 cart per line. While the system is very elegant, and simple and prevents collisions it doesn't lend itself to volume of traffic. Furthermore If that line was to have a junction points in it, unless the junction supported return travel the unmanned carts carrying the return signal would not end up reaching the station. Hence all junction points had/have to support return travel via a flip-flop switch.
Yet with the new snapshot we have an ability to encode information in Minecarts with Chests via the amount of items they contain in them. This means that we can in principle use a minecart like the internet uses a packet. We can assign it an address and use its presence/non-pressence as a signal in its own right.
However the major shortcoming is like that in quantum physics, the only way to observer a minecarts contents is to use a hopper and evaluate the number of hopper slots filled up in a set period of time. This gives us unfortunately a finite number of addresses. Furthermore it means that in 'reading-the-cart' we have to alter the address it carries. Meaning that we have to use a 'reset bit' or 'reset cart' to return the items collected by the hopper to the cart, adding a whole level of complexity to what would have otherwise been a very simple system. It is this complexity that ends up costing a vast amount of resources to materialise the concept.
Far less elegant/optimised then it could, but the fundamentals are as they are and I doubt can be simplified further.
Both bi-directional mono-tracks suffer from an innate weakness in minecraft for unmanned minecarts travelling outside of unloaded chunks. This means that stations have to be placed within 160 blocks of one another, with the signal circuits both completely within that. Otherwise returning signals will not register as the mechanics in the unloaded chunk don't function.
In principle this means that any minecart transportation system so long as this limitation exsits can only be as complex as to be simple within 160 blocks. That is unless players are stationed along a track to keep it loaded at all times.
Given the massive scale and resource cost of implementing a fool-proof multi destination mono-track system, it rather defeats the object of having one, since the advantage of mono-lines over duel lines (each line takes a separate direction of travels) at that they take far fewer resources. A mono-track station with addressed carts is simply not resource efficient to be endorsed by Gen11 Krafting although the design still stands functional.
Q. Would it not be simpler to link up clocks for timetabling?
A. Alas not (so far...), while ideas of using a light sensor to synchronise station time and thus running to a timeable are possible, it runs into the same 160 block limit. And while short period timers are available for these track lengths, they suffer from you requiring to have the stations loaded during day/night periods otherwise they become desynchronised midway as unloaded timers don't always continue to function reliably for such a strict system.
Minecarts on the other hand load in with their momentum when you get close and carry on the signalling irrespective and cannot become desynchronised because they work on a natural 'to and fro' time-scale that is set by journey time between pairs of stations.
In terms of station management, the utilisation of 'station bays' or 'multiple platforms' that allow multiple minecarts to be stored in view, ready to go with a small amount of track points to insure bays are filled and emptied without collision are fairly superior to those station with a minecart 'pez dispenser' or other forms of cart return, as often these over time tend to glitch or get stuck with a wayward cart. Likewise wayward carts on the line without a person to press the cart return button can often end up being a nuisance to travellers. Whereas if a cart on entry into a station is automatically allocated a bay, or sent to a circulating overflow track segment, you can clear up the line of any wayward carts automatically. In terms of idiot proofing anybody carrying their own minecart can use such a station without compromising the logic circuits since they function per bay, rather than by memory storage. Finally they have a much easier way to select the destinations you want....It's called walking to the right platform or bay....of which with compact designs you can fit many in a small amount of space.
World corrupted and I lost it I never remembered how to make it again, it just never seems to work out again.I made a working replica of SCP-914. You could throw stuff into it, mobs or items, put a setting in, and it would adjust them. And it was semi-random, the results varying while staying on a general guideline.
World corrupted and I lost it I never remembered how to make it again, it just never seems to work out again.
THE GAME
http://www.minecraftforum.net/topic/1489023-first-ever-no-visible-redstone-flush-with-wall-quadruple-piston-extender/
http://www.minecraftforum.net/topic/1717558-wipforgejobos-modloaderbase-easy-addons/
Here's the most recent design:
Be sure to check out my runner up designs:
The original "wireless" touchpad in minecraft. It is capable of tracking a players position (through the use of hostile wolves) up to 1/9th of a block!
An extremely compact 6xInfinity tileable button pad using the 13w01b snapshot:
The iron door open with three numbers and if the player click on wrong button the entire system reset and open a lava pool under the player.
EDIT: Out with the Coal Miner and in with the Zombie Killer Ranks! This is my 150th rank! Yay <3
Jeb door facing downward
Downward Flush Door.
a button-act-like-lever trick with pistons.
Piston T Flip-Flop
OT:
7-segment display.
Hidden Ground Stairs (w/ slabs)
4x4 door.