• 0

    posted a message on Redstone Logic Gates and FAQs Compendium
    Hey Guys,
    Wondering if anyone has come up schematics for less "clunky" TFF, XOR, RS NOR (That is also Stackable), or Pulse Gen. gates using these spiffy new repeater blocks?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Beginning a minecart system
    viewtopic.php?f=1020&t=127165

    Start with the first series, and work your way up :wink.gif:
    Ask questions if you need to!
    Posted in: Survival Mode
  • 0

    posted a message on Minecart Stationery: A Guide for Minecart Station Builders
    Sorry for a lack up updates, gents. New patch comes out, my schedule gets all kinds of flubbed up. New Episodes (hopefully) during the weekend.
    Posted in: Survival Mode
  • 0

    posted a message on Minecart Tutorial- Building a Smart Booster
    God this thread is inspirationamagol. Keep it up, gents.
    Posted in: Survival Mode
  • 0

    posted a message on Minecart Stationery: A Guide for Minecart Station Builders
    Yeah.. I made a boo boo when uploading! All fixed now, sorry!
    Episodes 31-33 up and good to go.
    Posted in: Survival Mode
  • 0

    posted a message on How to control Minecart Momentum
    Holy ****, are you sure this works properly?
    Posted in: Survival Mode
  • 0

    posted a message on Minecart Stationery: A Guide for Minecart Station Builders
    Episode 30 up!
    Posted in: Survival Mode
  • 0

    posted a message on Minecart Stationery: A Guide for Minecart Station Builders
    Quote from Zorkunen »
    It would be kind of nightmarish to reroute your station but off in the smartbooster thread we've hit on an idea I like. Charging the booster takes kind of awhile but you can drastically reduce a user's wait by giving them a wimpy boost out to some waiting position in time for the smart booster to shoot them along. Like this you can shrink the actually dock logic quite a bit because you gain the ability to boost two carts simultaneously.

    I don't recall if you had anything going on for destination choices so I'll leave that subject alone.

    This comes in part from the concept of a holding cell for the smart boosted boost cart. With unoccupied carts losing momentum much faster than ones with riders you could have some little cart do a few tiles of boosting as it went along through the platforms- like right on the ends. A few tiles of boost then a ramp and a gravity reset for it until the booster cart came by again. You would have to have it only go in direction by these though.


    I rather like this idea. There's just so much logic that can be avoided in this station currently by doing this, I'll have to rework it a bit. At least we can split up the logic into two areas, the amount of redstone down there is beyond dense...

    And then yeah, a quick gravity drop and we can double the amount of users. This is actually a really fugging great idea. I'll think about this. Thanks Master Zork!
    Posted in: Survival Mode
  • 0

    posted a message on The Last Minecart
    Saw this on reddit, beyond awesome lmao.
    Posted in: Survival Mode
  • 0

    posted a message on Minecart Stationery: A Guide for Minecart Station Builders
    Quote from Mr_Poptart »
    Hi, I've been watching your series tying to learn how to minecart. I get how to make most of the components (smart booster, boat counter, XOR gate, tflipflop, mod cartridge, and water gate). I'm a little confused about the purpose and integration, especially about he dock/platform.


    Quote from Mr_Poptart »
    What is the station specifically doing? (how is it responding to user input)

    This station is meant to handle multiple users simultaneously. Once a user enters the cart, the system is "primed" and begins a sequence of actions to send the user(s) to the next station, of course there is a buffer because the booster has to build up momentum, but that is reasonable because we need to allow some time for more people to enter all the carts.

    Quote from Mr_Poptart »
    What are all the junctions by the dock for?

    I'm not entirely sure what junctions you are talking about, the dock handles a few things, it allows the booster cart to continue along the platform and boost along any other carts that are currently active, and there's a line that the passenger cart follows in order to get to the second floor where we will route our passenger onto the next station.

    Quote from Mr_Poptart »
    Whats the purpose of the fliflop?

    The flip flip is necessary if you think about what we want to accomplish with the platform. We want to..
      [*:a6j2wbq2]Be moving our booster cart (from the smart booster) towards the opposite end of the platform
      [*:a6j2wbq2]If someone has activated one or more of the docks, we want the booster cart to go into that dock, and boost along that cart

    Now given these two concepts, we need to find ways of fulfilling them. To be more specific to you question, imagine if we didn't have the flip flips and the exor gates, and all that other redstone crap down there, what if we just had pressure plates? Then the booster cart would enter a dock, and when it came out on the other end, it would simply return back to the smart booster holding chamber. What we want is a system that can handle multiple users, so goal 2 would not be satisfied (only 1 person would ever leave the station at a time) and goal 1 would also not be satisfied (as the booster cart would merely turn around and head back to the holding chamber. If this doesn't make sense, let me know and I can explain it again.

    Quote from Mr_Poptart »
    If you're using modular cartriges as the equivalent of one cartridge, why hook the outputs all to the same exit line?

    You just answered your own Question :wink.gif:. The simplest way to explain this would be, a single cartriage only has 1 exit line, so if we want to emulate this with multiple cartriages then we should only have 1 exit line. Now it gets trick because we still have to sort where the cart goes after it comes from the cartriage, but luckily we have a few inputs to work with and I'll show that can be done in upcoming episodes.

    Quote from Mr_Poptart »
    Sorry for so many questions... >.>

    Don't be! Ask away, I love bumping my post Answering your questions, it helps to motivate me to record.

    @Everyone, Sorry I haven't been recording, I got double slapped by a mean case of flu and the start of the semester, so I've been out of commission for like a week now. However I'm going to record today! I swears it!
    Posted in: Survival Mode
  • 0

    posted a message on Minecart Stationery: A Guide for Minecart Station Builders
    Sorry for the horrendously long break! Back, with two new episodes.
    Posted in: Survival Mode
  • 0

    posted a message on new discovery, shroom powered Light sensor
    Quote from xsockmonkeyx »
    [] :GoldBar: []
    :GoldBar: :RedShroom: :GoldBar:
    [] :GoldBar: []

    ?


    Shhhh..
    Posted in: Survival Mode
  • 0

    posted a message on Hatter's Automated Multiplayer Subway (1.7.3 Main station)
    Quote from Abdiel »

    The best solution in terms of maintaining an uniform distribution I can think of right now - even though completely overengineered, is this. If a station has "enough" carts, it will send an empty one with each departing player. When it starts to run out, it will only send the player carts. Additionally, each station has a sensor on the arrivals track to see how many carts are arriving at once. A station counts how many single-cart trains ("requests") it received from every adjacent station, and when a player goes from that station back to the first one and this station has more than enough carts, it will also send empty carts to refill the first station.

    If anyone manages to get a system like the one above working consistently, I will be very surprised.


    What if you were to create mini ports next to the cartriage, that serve as holding areas for general cart overflow. Each port has a wooden pressure plate, thus when a booster cart is sent out to boost along the main track, it is side-routed into the port-area to "flush it out," sending all overflowed carts onto the main line. The booster then heads to the passenger cart to boost it along.
    Posted in: Videos
  • 0

    posted a message on Minecart Stationery: A Guide for Minecart Station Builders
    Episode 26:
    & Episode 27:

    Are up for your enjoyment!
    Thanks for watching.
    Posted in: Survival Mode
  • 0

    posted a message on Minecart Stationery: A Guide for Minecart Station Builders
    New Episode up, Lots of cool life-related things happening atm, so I might be a bit slow on production this week. We'll see.
    Posted in: Survival Mode
  • To post a comment, please .