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    posted a message on TaviRider's Minecart Station V2.0
    I like its effectiveness, but the cartridge/minecart storage system seems pretty redundant. I used it for one of my contraptions because it was necessary for what I needed it to do. However, whats wrong with using a standard vertical cartridge or horizontal cartridge? they don't need as much redstone, only an additional minecart, and you save a lot of track.
    Posted in: Videos
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    posted a message on Traffic Jam: Compact Minecart Queue and Lane Chooser
    Hey, no problem... I wasn't really expecting someone to actually use this design, since its a bit component heavy, but whatever works for you.

    If you're still having problems, just send me a PM with the ip, I'll come and look at it for you.
    Posted in: Survival Mode
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    posted a message on Traffic Jam: Compact Minecart Queue and Lane Chooser
    It looks complicated, but its actually really simple. If you’ve already built the top part, dig a chamber underground below the thing. Under each detection rail, place a block and a redstone on top of it. Take pillars A and B and use them for imputs for the RSNOR latch I described above. Then take B and C and hook them up to another RSNOR latch on the other side. Both should have a raise output, so use that one to hook up to the rail, add an invertor (or you can just flip the RSNOR latch) if its backwards. You may have problems with the last pillar, which needs to be hooked up to the button, so I chose to reroute the button over the whole thing to make it look pretty.

    Heres mine, it doesn't have the delay loop in it yet, and the front part booster is purely for testing purposes. The first redstone wire should be hooked up to an indicator light near the previous booth’s rail, so that it notifies people not to take that route.
    http://www.box.net/shared/yqzulkdszs

    If you’re not that pro at redstone, I suggest you use the horizontal booster thing instead, for all means and purposes, it works just as well.
    Posted in: Survival Mode
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    posted a message on Traffic Jam: Compact Minecart Queue and Lane Chooser
    Quote from h0lx »
    Quote from Mr_Poptart »
    horizontal compressor dispensers

    My design or something I haven't heard of?


    I'm pretty sure it was from you... You'll have to excuse me I didn't mention you earlier, cause I couldn't find the thread. The title wasn't very memorable, and I didn't see it on the threado links page, which is a shame because I think your horizontal booster is really effective.
    Posted in: Survival Mode
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    posted a message on Traffic Jam: Compact Minecart Queue and Lane Chooser
    Yeah, the rerouting thing is as easy as it sounds... As long as not that many minecarts come at the same time, it should work with no problem.

    Ive found that horizontal compressor dispensers work perfectly for this role as well, although they are a less elegant solution. Their constant back and forth motion is kinda annoying… but I don't think there is any way around that. Also, doesn't look nearly as cool as my version :tongue.gif:
    Posted in: Survival Mode
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    posted a message on Traffic Jam: Compact Minecart Queue and Lane Chooser
    Yeah, like i said, fun to build/watch in action, but realistically isn't that good. kinda bulky

    But if you don't like pressing buttons, the only other way to do it is to do a delay. Still, thats pretty easy to make, just hook the output line to the booster track for the one before to a delay line into the decision booster track.

    Also, is there any compact way to delay two minecarts if they come too close at a time to each other? I was thinking maybe have a detector trackpeice reroute the trackpeice behind it to a longer loop, but havn't tried it yet.
    Posted in: Survival Mode
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    posted a message on Traffic Jam: Compact Minecart Queue and Lane Chooser
    In an effort to decentralize minecart stations for greater plasticity in growing areas, instead of having one decision making area, (A station) you are delayed at a booth until you choose your next direction, and go until you hit another booth, and it repeats.

    For instance, if you have a main station A, with destinations B-D surrounding it, you may want to go from B to D without going back to A. Also, this allows you to add new "booths" easily, and saves minecart rails, which tend to accumulate in high density near stations.

    The method I choose to do this may be a bit lengthy and complicated, but its neat, compact (9x2 footprint, 3 deep) and modular. The problem is, if two people are traveling, and they hit the booth with times close to each other, problems could arise if the first person is not done choosing before the second person goes. To do this, you'll need to set up a queue.


    In this picture, you can see the queue layout.I've made one that has 4 slots, but its modular, and you can add another slot with the discounted price of two rows of blocks.


    The decision area is the last, 5th slot. Button pushes you off, lever chooses the path. Multiple levers can be used to choose more than 2 paths.


    Basically, there is a snaking back and forth pattern, with humps in the rails. On the up of the hump, there is a detector rail, then a curve rail, and then a downward booster rail. Basically, using the detector rails, if it finds that there isn't a minecart on the next booter rail, it will turn the booster rail behind it on, passing the minecart on.


    I'm sure you're wondering how this works. Basically, since each detector rail is located in a line, below it, is some redstone. a line of redstone "pillars" conduct the signal of the detector rail to the pillar below it. these pillars are hooked up in pairs to RSNOR latches. (design C, which has inputs on one side, convientely one block apart, and the outputs on the other side, with one conviently raised for easy access.

    For example, boost rails 0,1, 2 and 3, and detector rails A B C D so that the order is -> 0 A 1 B 2 C 3 D ->. the RSNOr latch tells you which of the two inputs was last activated. Here are the RSNOR latch combos: AB, BC, and CD. if the RSNOR latch AB says that B was the activated, then it will turn booster rail 0 on, so that a minecart can go into the system and get to booster rail 1. if A was last activated, then that means nothing went through B yet, so theres a minecart sitting on 1, so it turns 0 off.


    I also added a reset line, which automatically turns all the boosters on, to flush everybody out and reset the detector rails

    It was fun making it, but I wonder if theres an easier way to do this.
    Posted in: Survival Mode
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    posted a message on Who says glitch boosters aren't legit?
    @meepo

    Wow, your posts have become even more degenerate.

    Quote from Mr_Poptart »
    I know here are already a couple of these types of threads out so I'll keep it short.

    Basically, I like the new power rails because it serves a purpose that original boosters dont while still leaving those original boosters useful.

    Minecart boosting has become one of the integral parts of minecraft, like redstone, the intricacies of the subject foster creativity and is what makes the game fun. I spend way more time making minecart and redstone contraptions than exploring and building. That sense of discovery and making things finally work is the reason I play minecraft. This update means that th knowledge I've acquired will not become obsolete.

    Even through my love of he original boosting system, these new rails definitely have use (some of which may be undiscovered). Redstone repeaters were "redundant" in te sence that we could still accomplish diodes with redstone torches, but even though the two were so similar, repeaters most definitely had a place in circuitry. The new rails are more different to original boosters than repeaters were from doubled torches. Just as torches and repeaters have their place, so do boosters and power rails.

    Through my mechanism building today, I'fe allready discovered uses for these rails. Any time a controlled, quick boost is needed, original boosters are too cumberson to use. For instance, instead of wasting 9 or so iron on a booster at the loader for your cartridge, simply place a boost rail there to prevent clipping. By dropping a cart onto a sloped unpowered rail, you can choose when to boost it (no need for on demand door boosters). More intricate parts of minecart mechanism, where carts do not travel far, are very well suited for simple and quick boost rails like these.

    The only thing I would change is to make unpowered rails break a fast moving minecart in one track piece instead of two. Also I'd like separate detector rails for minecart only and minecart with rider.

    If anything booster rail strength should be nerfed. Original boosting method is way cooler to get things done... Remember, there are no glitches, only features.


    From a previous post of mine
    Posted in: Survival Mode
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    posted a message on Who says glitch boosters aren't legit?
    Quote from Yhunder »
    Quote from Mr_Poptart »
    I agree with the op...


    I completely disagree with your post...

    If after release i discovered Minecraft and was considering buying it.. then found out that it contained a load of glitches, fun or not.. i would think twice about buying the game because i would question how well the game was made..

    You dont release a finished game with known glitches if you can possibly get rid of them! If its that popular then the game developer finds a way to include it as an official feature.


    Then we must agree that we disagree. I value game enjoyability over the idea that accidents can't lead to cool features. And I wouldn' consider it a "load" of gltiches... Well, maybe a couple if you consider boat elevators (SW glitch and reed shields.

    We arent crying fanboys. We just don't understand why you would take out a perfectly good feature just because it was unintentionally created. And why you would be angry wiu us believing that, especially when notch believes it too.
    Posted in: Survival Mode
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    posted a message on Who says glitch boosters aren't legit?
    Quote from meepo »
    Quote from Mr_Poptart »

    Notch's real concentration is on making a fun game, not just to remove bugs. He deals with bugs BECAUSE they interfere with gameplay. Glitches can be included because they're fun, and so can previous "real" features be removed because they're not. His comment on glitch boosters was a while back... if we can show him the interest we have in keeping collision booster, I doubt he will shun us. Let's take Notch's ideas to heart. Don't condemn collision boosting without thinking about it, and maybe trying it yourself.


    so...why do we have powered rails? If the intention is to keep the glitch-booster, they seem....redundant and, dare I say, useless (well, you would be kinda stupid to use them over the OMGWTFPWNZORZ-booster...)

    Honestly I think a launch-rail or those absurd piston things would really solve this well, and would 'allow' for the removal of the glitch without fanbois drowning in their own tears. Then he could take out the furnace-carts, cause those would be COMPLETELY useless at that point <.<


    Sir, you talk out of ignorance. If you actually had some experience in advanced minecarting, you would know that powered rails and collision booster fulfil separate roles. Please educate yourself on this matter first (try starting with some of the stuff in the thread o links thread)
    Posted in: Survival Mode
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    posted a message on Who says glitch boosters aren't legit?
    I agree with the op.

    There are all these people arguing against the OP about whether this should stay or not. While some of you cite reasonabilty, the fact that its a "glitch," whether or not it was an accidental feature. Some say that even notch mentioned this as being a glitch. Most of these arguments are invalid.

    People forget that, you don't remove glitches, just because they're glitches, or because they're not "supposed to be there, or they're unintentional. You remove them because they lower the quality of the game.

    The question that is not emphasized enough, is whether feature is useful or not. It comes down to simply: Do the benefits outweigh the costs. If so, then keep it. This feature harms no one, it does not ruin gameplay, and it is fairly balanced. It only improves the quality of the game. Those of you who choose to rage at its "invalidness" are simply jumping on the bandwagon, attempting to defend notch from his own words. There is no real reason for your anger, unless it's having your ego hurt because it gives others fluent in minecart collision boosting an advantage that you're too lazy to take advantage of.

    Here are some quotes that adequately express our views.

    Quote from Runt »
    I personally don't care and I'm just playing to have fun. Don't care if its legit or not.


    Quote from Sir Guinea Pig »

    I suppose I need to remind some that Minecraft is a game, a sandbox game at that, and there are multiple approaches, none of which are necessarily right or wrong. Removing "glitch" boosters would remove what has become a major game mechanic, whether you like it or not. Some of you need to stop being so goody-two-shoes legalistic about a game and let people play the way they want to.


    Quote from wyrmhole »
    I like glitch boosters, a lot. They're fun.


    Quote from Notch »
    If something ever doesn't feel fun, I'll remove it. I believe that I can combine enough fun, accessibility and building blocks for this game to be a huge melting pot of emergent gameplay... Free building mode is fine and dandy, but for many people it will ultimately become boring once you've got it figured out.


    Notch's real concentration is on making a fun game, not just to remove bugs. He deals with bugs BECAUSE they interfere with gameplay. Glitches can be included because they're fun, and so can previous "real" features be removed because they're not. His comment on glitch boosters was a while back... if we can show him the interest we have in keeping collision booster, I doubt he will shun us. Let's take Notch's ideas to heart. Don't condemn collision boosting without thinking about it, and maybe trying it yourself.
    Posted in: Survival Mode
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    posted a message on New update rails are exactly what is needed
    Because I don't think I've heard anybody voice this opinion. Every else either likes them because they think they're great and can replace original boosting, or hates because they can't.

    I thing they're great, because they CAN'T replace original boosting. Ii'm fairly sure other minecrafters who like making complicated mechanisms agree with me.
    Posted in: Survival Mode
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    posted a message on New update rails are exactly what is needed
    Added poll
    Posted in: Survival Mode
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    posted a message on New update rails are exactly what is needed
    I know here are already a couple of these types of threads out so I'll keep it short.

    Basically, I like the new power rails because it serves a purpose that original boosters dont while still leaving those original boosters useful.

    Minecart boosting has become one of the integral parts of minecraft, like redstone, the intricacies of the subject foster creativity and is what makes the game fun. I spend way more time making minecart and redstone contraptions than exploring and building. That sense of discovery and making things finally work is the reason I play minecraft. This update means that th knowledge I've acquired will not become obsolete.

    Even through my love of he original boosting system, these new rails definitely have use (some of which may be undiscovered). Redstone repeaters were "redundant" in te sence that we could still accomplish diodes with redstone torches, but even though the two were so similar, repeaters most definitely had a place in circuitry. The new rails are more different to original boosters than repeaters were from doubled torches. Just as torches and repeaters have their place, so do boosters and power rails.

    Through my mechanism building today, I'fe allready discovered uses for these rails. Any time a controlled, quick boost is needed, original boosters are too cumberson to use. For instance, instead of wasting 9 or so iron on a booster at the loader for your cartridge, simply place a boost rail there to prevent clipping. By dropping a cart onto a sloped unpowered rail, you can choose when to boost it (no need for on demand door boosters). More intricate parts of minecart mechanism, where carts do not travel far, are very well suited for simple and quick boost rails like these.

    The only thing I would change is to make unpowered rails break a fast moving minecart in one track piece instead of two. Also I'd like separate detector rails for minecart only and minecart with rider.

    If anything booster rail strength should be nerfed. Original boosting method is way cooler to get things done... Remember, there are no glitches, only features.
    Posted in: Survival Mode
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