• 1

    posted a message on Minecraft 1.5 Automatic Storage Design - An Overflow Free System! TUTORIAL
    Quote from Live__AI

    I was really impressed, as it's the first time someone points out this big flaw.
    So I tried making a 1 wide tileable design that would get rid of the overflow, this is the result:

    1st points backward, 2nd shouldn't point to any other hopper, 3rd points right, 4th points backward, 5th points down or right.
    The 1st hopper, as usual, is the one that makes all the items flow above the filtering hoppers.
    The 2nd hopper, as usual, is the one that takes the desired item from the 1st hopper.
    The 3rd hopper unlocks when the 2nd takes items as usual, but it also functions as junction.
    The 5th hopper takes the items from the 3rd and stores them away before items can flow in the 4th (the 5th also locks but it doesn't matter).
    The 4th hopper gets items only when the 5th is full and sends this overflow away to get eliminated or what ever you set up at the end.

    Great design, and I especially appreciate that you posted it as a simple annotated drawing and not as a video. I also appreciated being bludgeoned over the head with how analog redstone creates new circuit possibilities!

    Anyway, Live__AI's awesome design can pretty trivially be placed face-to-face to get two items sorted per 1-wide unit. This would make it simpler to flow down to a chest arrangement with 2 vertically stacked chests per 1-block width, halving the size of the final storage room!

    The arrangement is identical, except that the top hopper (hopper 1 from Live__AI's diagram) now points either sideways or away, plus a hopper in the middle, so the top row forms a zig-zag pattern.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Defenestration: High-Traffic SMP Minecart Station [1.1!]
    Introducing Defenestration Central Station!

    Update: Everything still works in 1.1!

    Update: 1.6.6 refit is complete! New launchers are in place, and the station is working great in SMP! You can download a 1.6.6 schematic here, or a 1.6.6 test world containing the station!

    Update: We've set up permissions for any tourist to come try it out at defenestration.co! Installations on other servers are ongoing!

    Update: A save file is now online! Download it an try the station out in single player! The only annoyance I noticed vs. SMP was that you have to get out of a cart before destroying it again. This save file includes both the 1.4 version using conventional boosters and the new 1.5 version using power rails. Enjoy!

    Update: A .schematic for 1.5 using powered rails for boosting is now online! There is also a .schematic for the 1.4 version using conventional boosters.

    Defenestration Station is designed to serve the needs of a high-traffic regional hub for a minecart train system. It aims to use best-of-breed techniques for each subcomponent to produce a station that can conveniently and reliably handle multiple passengers leaving simultaneously to the same or different locations. It takes into account many of the quirks of multiplayer (SMP) that make this goal difficult to accomplish.

    The station packs these features into a relatively small area using a vertically stacked design with a single floor for each distinct function, generally with few visual obstructions on each floor so the entire station can be quickly and easily inspected for potential problems. This has the side effect of making it more fun to watch in action!

    Here's a brief introductory video with a sample departure and arrival after relatively short transits.


    This minecart station has the following features:

    - Eight destinations, each with an incoming and outgoing line.
    - Four departure terminals, each independently addressable to any of the destinations and simultaneously usable. Rider detection is used for launching departures. Each is independently boosted and space is reserved to increase booster power if needed.
    - Twelve disembarking stations for new arrivals, switched to give arriving passengers time to collect their cart.
    - Modular design that can be expanded for either more destinations or terminals while still having all of them be switched and interconnected.
    - Functional areas are unobtrusive and contained in a rectangular area, allowing you to replace the entire cosmetic portion of the station with your own aesthetic preference in architecture.
    - Completely vanilla construction and operation. Requires very advanced building techniques, but works perfectly in an unmodified SSP game or SMP server.

    The most notable missing feature is minecart collection and dispensing, since we haven't found a good solution that doesn't amount to minecart communism propped up by admins loading the items. Without a fairly involved plugin scheme, there's nothing to stop people from jumping out of minecarts and then collecting them. Space is reserved in the station for a minecart storage system, with filling and reloading the departure terminals.

    The station consists of a purely cosmetic surface structure (replace it with your own!) and three basement levels:

    - Passenger Departure/Arrivals Deck: consists of the four button arrays, launch points for departures and arrival stations.
    - Minecart Switching and Routing Deck: A flat trainyard-style area where carts are sent to the selected outgoing track or boosted into the arrival area.
    - Circuit Deck: Mostly empty now, thanks to phenomenal advances in redstone using repeaters! Could be repurposed as a bunch of pez-style cart storage stacks.

    This first post is a work in progress, because the task of documenting and publishing the station is proving to be proportional to the amount of research and design that went into it. Construction and testing of this station have been ongoing for about four months, and the research and reliability testing is rock solid at this point.

    I'll do my best to crank through all the steps of publishing this behemoth of a design project.

    Major to-do topics are:
    - finish the retrofit for the massively improved repeater-based circuits COMPLETE!
    - post the schematic! COMPLETE!
    - finish a few schematic drawings
    - extract the area from MCRegion so you can try it without fighting .schematic limitations
    - Move it from a private server to an awesome public server (Aurora!) Work started!
    - videos:
    - booster design
    - the routing deck
    - circuitry
    - list references for all the original design threads here, credit original designers
    - Thanks to the phalanx of contributors and testers who graciously contributed time and insight
    - brief discussion of why certain other interesting designs are not used, like the smart and c-boosters. (Generally the answer to "why isn't X included" is an obscure SMP bug that emerges after repeated testing.)
    Posted in: Survival Mode
  • 1

    posted a message on TaviRider's World of Redstone V2.0
    Sorry for the delay! The 1.1 upgrade plus admin hiatuses slowed us down. The new server environment is up, configured and tested. I just let Tavirider know, and once he's online, we can get everyone else's permissions set, and then there shouldn't be any more server obstacles.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on For Minecart Station Builders: Compact Buttons/Lights
    It's a constant signal. Each button has an associated latch that stores its state. When you push a button, it resets all others, and sets the latch for the button you pressed.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on TaviRider's World of Redstone V2.0
    Quote from TaviRider

    The project is not abandoned, just badly stalled because of the server setup.

    In my experience, Jessassin does a great job with the RDF server, but if there's still a protracted delay, I can provide hosting and have an experienced and reliable admin team. Since we're survival-oriented, a couple of them were considering building a redstone museum with some of the same goals. My hosting plan is on the lowish-end, being a 40-slot Provisionhost plan. With the crappy performance changes in MC 1.0, I dislike going much above 20 people on at once, though. It's As Vanilla As Possible plugin choices, and the our biggest restriction is that we have no tolerance for people who spell "you" as "u."

    I know the original WOR was structured as a single-user map to be downloaded, but I'd also be interested in ways to present it as a resource in SMP.

    Contact mcdefenestration (at) gmail.com if interested.
    Posted in: Redstone Discussion and Mechanisms
  • 2

    posted a message on Repairing redstone and tracks on glowstone...
    As everyone knows, 1.0 broke all redstone and track placed on glowstone, but the reality of the damage is just setting in. It's going to take a long time to find, diagnose, and repair every circuit that's now broken.

    What a jerk move by Mojang.

    Please don't post idiotic comments to the effect of "It (was) a Beta" or "It's Notch's game to decide" or "Serves you right for trying to make a world that lasts." I know that any complaint, no matter how reasonable, is a magnet for the Mojang apologist trolls, but please go elsewhere.

    But if you DO have good ideas on how to recover from this change, assuming you have a year's worth of several people building fun redstone and rail projects and a backup of the map before the change, please post them!

    (edit: now that this is release, maybe this belongs in the redstone forum, but it is specific to the 1.0 release and not all redstone yet.)
    Posted in: 1.0 Update Discussion
  • 1

    posted a message on What Happens to 1.7 Maps After Updating to 1.8?
    What about biomes? Will old map winter biomes still freeze ice and deposit snow? Will deserts stay rain-free? Or will the new biome areas overlay the old 1.7.3 terrain, with snow falling in new areas and mysterious rain-free areas where the new deserts would be located?
    Posted in: Survival Mode
  • 11

    posted a message on For Minecart Station Builders: Compact Buttons/Lights
    This is a Beta update of a previous thread with the same name!

    There sure are a TON of minecart station projects! Rather than add yet another, I'd like to share a design element that's fairly hard to implement in a compact fashion.

    A frequent request/demonstration is using buttons to select your cart destination. A common problem is packing the buttons closely together, especially if you want indicator lights, which require memory.

    The redstone repeater blocks have revolutionized the amount of space required to build these things. Bukky was the first one out of the gate, and the current smallest design is by KeithMajhor! The schematic is below.



    Here's the schematic:



    That's a 5x6 block! With it that small, I don't think there's nearly as much reason to bury the logic underground. It's pretty amazing how the repeaters have shrunk the designs!

    New Design!

    paj2323 contributed this very nice design that is comparable in size and has the indicator light below the button! This one is 4x8. It gives us one more super compact design option and could lead to a modern version of a design with two rows of buttons! (As madhatter prefers for his excellent station work.)

    Check it out!



    *---------------------------------------------------*

    For history's sake, some previous iterations appear below. (Also worth keeping around until the repeaters have survived any changes or bug fixes that might break the current best designs.)


    Previous designs had to have the lights moved back one block from the buttons:



    For designs predating the redstone repeater block, the reigning champion design for compactness is by bleh! Other major contributors are myself, raken and Angel_Mapper.

    Here's the schematic. I've built a few arrays using this design and they worked great! I'll follow it with the earlier iterations of this concept. The two reasons you might want to use the older, larger version are: the current design only supports up to 15 buttons (I think) and the previous design puts the logic behind the buttons instead of in front. But since you can bury it arbitrarily deep, that's not really a concern.



    And here's the older version (which includes the above-ground portion. Just substitute the newer design for the bottom part). Enjoy!


    Posted in: Redstone Discussion and Mechanisms
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