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Recently, my server decided to create a massive area in our "creative" world for pixel art. It's so large, that walking between the sections is almost a reason to pack a lunch. Due to this, I decided to make a rail system for Pixel Park.
At the moment, there are only 8 sections, but if we need to expand (which we will at a later date, I'm sure) we will only go as far as 16 sections, thus why there are 16 out-bound rails. The system is easy to use: within the room you have 17 buttons: 15 for rail control, one for a manual reset, and one for the cart to leave the station. The whole thing is explained a bit more in the additional notes below.
And yes, I do know this overkill for something like this, but I don't care. I had fun designing and making this, and it works. I am, however, working to create a better rail selection system, meaning there would be 16 buttons for each outbound rail, versus having to punch in a combo out of a selection of 15 buttons.
At the moment, there are only 8 sections, but if we need to expand (which we will at a later date, I'm sure) we will only go as far as 16 sections, thus why there are 16 out-bound rails. The system is easy to use: within the room you have 17 buttons: 15 for rail control, one for a manual reset, and one for the cart to leave the station. The whole thing is explained a bit more in the additional notes below.
And yes, I do know this overkill for something like this, but I don't care. I had fun designing and making this, and it works. I am, however, working to create a better rail selection system, meaning there would be 16 buttons for each outbound rail, versus having to punch in a combo out of a selection of 15 buttons.
Additional Notes
As stated above, there are 17 buttons:- 15 buttons are hooked to RS Latches, with one output leading to one of the 15 track splits, the other is unused, but the opposite input is linked to a reset wire.
- One button is for the station launch itself, which is done with FalseBook.
- The last button is linked to the reset wire, to allow for a manual reset of all the buttons.
- The buttons are mounted to redstone lamps, as you can see in the pictures. This is to indicate what buttons have been pressed, as once pressed, the RS Latch each button is hooked, will keep the light on.
- Some buttons will only affect the outcome of other buttons are selected. For example, buttons 8 through 14 will only work if 15 is on. 9 only affects the system of 11 and 15 are on. Eight only affect it if 9 11 and 15 are on.
- Thanks to the RS latch, buttons can only be pressed once until reset.
- There are technically 17 reset buttons: 16 at the end of each track, and one manual reset. The reason for the auto-reset on the rail is to not only speed up the process of leaving for the next person, but to ensure that it is safe to press buttons again without altering the taken path if there is a line. Although this may be an issue with people going to the same area, our players can use /tpa. I will work on some form of a counter reset for this.
Progress | 100% complete |
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2 Update Logs
Update #2 : by DoctorWoo 07/19/2012 3:37:25 amJul 19th, 2012
Project is complete. The station is all fancied up!
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i like the way you realized it as a decission tree :D
but its more compact if u try if - else if - else if
I am, however, going over several ways to get this sucker down in size, and one was if/or gates.