Jeb is awesome. This is going to be a godsend.
And a message to Mojang:
You made 15 MILLION dollars on Minecraft. Please put some of it to good use and hire a few more programmers.Maybe you could make people send in applications over the forums? I know a lot of mod developers would love to work at Mojang.
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I had a station almost working a week after 1.5 came out, then I stopped playing for a few weeks, and came back to find 1.6 had ruined my station. I have been working for a while now to perfect it, and I almost have, except for two things, the cart overflow prevention and when you arrive, you have to give your cart a little push for it to go on its way. Here is the basics of this station.
I started with this discovery, that a cart balanced between a sloped powered rail and a stone pressure plate would start moving after you got in it.
I then had to find a way of getting the cart perfectly balanced. It did not take long to find this:
When combined with the standard PEZ dispenser on top of a door design and quite a bit of slimming down all the redstone wiring, I was finished with the departures area. Note that this picture is lacking the ramp up to load the carts.
When the pressure plate is activated either by stepping on it or getting in the cart, it first activates the powered rail right below it, and the cart rolls down the hill. At the same time, it activates a monostable circuit, causing the door that holds the carts up to flicker open for an instant. One cart falls down, falls onto the first rail, which is always lit, which then pushes into the perfect balanced position on top of the second powered rail, which is now off. The station is now ready to be used again. This whole station, not including the ramp, fits in a 2x5 or 3x4 area, depending on your preference. The ramp can be as large or small as you want to fit your needs, from nonexistent to 128 carts, the height of the world. You could even have one ramp feed the next ramp, doubling the capacity, or as many ramps as you want. This system is extremely versatile, the only problem is the size of the ramp.
For the arrivals, I came up with this mechanism:
Departures come from the top of the screen, arrivals from the main track on the left, and the right is to the PEZ dispenser fill. Arrivals roll over the detector, flipping the tee intersection so that it can now go straight instead of turning. It then hits the second detector, which is connected to three repeaters on full delay. After that, it hits two off powered rails, stopping the cart. After a second, the repeaters flip a RS NOR switch, turning the powered rails on. You can now get out of the cart, and if you step towards the left of the screen, the cart will shoot off to the right, rolling over the detector that resets the RS NOR latch.
Just add in the normal runaway cart detection and you're done! Save will be up once I rebuild this in a world not totally covered in failed attempts.
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1. Load the PEZ Dispenser
2. Push the button, first cart is dispensed
3. Get in cart, stone pressure plate detects you, booster launches you away
4. Cart rolls over detector rail, loading another cart. Ready for previous step.
Loaded
Unloaded
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Except when there is snow covering your perfectly manicured lawn/cannon range testing world.
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Yeah, all our current planted or saved saplings get randomly converted into "new" oak, pine, or birch. The only difference with new oak is that they dont get converted to anything.
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=tracks
=minecart on tracks
<=
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The redstone travels the normal 15 blocks down the rails.
I also find them to be quite expensive, and so foresee them only being used as launchers for our current boosters. I designed a couple of these, minimizing it down to 3 wide x 2 deep x 2 high or 4 wide x 2 deep x 1 high, working great with only one powered rail.
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You deleted half the awesome things in this texture pack. I wouldn't go so far as to say nobody wants it, but....
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Have you tried bukkit?