Added: 10 months ago
From: TaviRider
Views: 29,011
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  • i not kid!!!'

  • @plastkoppen Learn English kid.

  • I like when you say "hey KIDS," lol i'm a kid ha ha ha

  • press f5 and see what happens if you know what it does before you do press f5 thumbs this comment up if you dont still thumbs this comment up

  • i would be so happy if i played with you

  • Wow all your stations look exactly the same and take no time to travel between!! Nice work man.

  • Please do a basic tutorial

  • 5:52 is now fixed in 1.6

  • Awesome work man... very nice stuff

  • man i want that i got my home and a mob trap and i want a mine cart station at the house shoot me all the way to my big genrated hill as a under ground home and be able to ride back to my first house

  • THIS IS SO BEAUTIFUL

  • Oomg! Very exelent

  • @iEasyCool Basically it's an OR and two RS NOR latches. For more details see my behind the scenes tour. v=SWn_kt0r0tI

  • Which gates dud you used for the departure selection?

  • Wow, this is a great station. I think I want to implement a station just like this in my single player!

  • Door boosters are not a glitch.

  • How do you make destination selector/switch? I want to know how you can select different destinations..., can you make a tutorial?

  • @TaviRider could you make a empty minecart detector that always works that works by stopping the minecart with booster rails and then turns them on to have a constant speed going into the hill?

  • @ihatecoeguy You could do that, yes. As long as you reset the cart's momentum, you can make a reliable detector. The problem is that you have to jolt the rider to do it. Since this station tries to keep the rider's experience as smooth as possible, I avoided that technique.

  • @TaviRider what if have it gradualy slowing down before it so the jolt of stoping is smaller

  • @ihatecoeguy You can only do that reliably if you know the momentum of the incoming cart.

  • What about a RS NOR latch whit to detector rails, one detector rail on the minecart dispenser, and one just after the first booster rail. Then a new minecart can`t leave the dispenser if there is a minecart in the station.

  • @tsviper The detector rail just after the first powered rail won't detect the minecart. And if somehow I can position the minecart so that it's on both the powered rail and the detector rail, it will power the powered rail and the minecart will immediately go flying out of the station, every time.

  • one problem I see whit your design, is if you press to times on the minecart button, the you geet 2 minecarts in the station

  • @tsviper That's true. I would like to have a detector rail in that starting spot so I can tell whether there's already a minecart there, but I have to have a powered rail there to start the trip.

  • Kids.......Really......THANK YOU! Better to feel young, than old!

  • subscribing because:

    1: you're videos are great

    2: you hosted a gang garrison 2 server which I liked

    :)

  • @nealshireman Hey, nice to see a familiar name over here. :)

  • I enjoyed this video and ur commentry so I went ahead and put 2 hours into watching all of the content on ur page. good stuff man. I haved subbed to u and wait for the explanation video with eager anticipation. so i thought i would simply say thank you

  • @TheJohnMajor01 You're welcome. I appreciate subscriptions most of all.

  • Tempting to be first dislike, but your videos are just so AWESOME!

  • What recorder do you use to get 1080p? Thanks

  • @Mpa12120 I use the registered version of Fraps. Since this generates enormous files, I use Windows Live Movie Maker to stitch together files and reencode them to fit in YouTube's limit before uploading.

  • Who is the guy that designed the Minecart dispenser ?? I need to know!!

  • @christlunalover A guy who goes by the handle D3ltra. He has a channel here on YouTube.

  • Can we see the inside and what goes on behind the scenes?

  • @SeanDIDK Yup, that's exactly what my next video will be. I humbly suggest that you subscribe to my channel. :)

  • @TaviRider Already am :D. Can't wait to see the behind the scenes.

  • @TaviRider How did you do the switch for the tracks and what not for which direction you want to go? I got everything else built but confused about the track selection and stuff

  • @TaviRider Is it possible to reload itself? so you have 2 stations and the minecart stops @ that station and at the first station it gets reloaded. so multiple people can ride it. I want to use it for SMP ;) reply would be appreciated ;) love ur vids btw!

  • @MittahDejong I don't understand what you're asking. Each station would have its own dispenser for carts, but you probably wouldn't want it to drop a cart there every time, because someone arriving would bump into it.

  • @TaviRider Sorry i asked it really weird, i downloaded the map and i already saw it has a reloadsystem. Very cool!

    But can you also leave more then 1 cart from that station? like 3-4 people that leave from the same station? Keep in mind the distance to 1 station to another will be very huge. Thanks anyways!

  • @MittahDejong To use this station on SMP you need traffic management. Tracks need to be one-way to avoid collisions. You also need some way of keeping only one person in the station at a time. This is a difficult problem to solve... I haven't figured out how to do it yet.

  • @TaviRider We in our SMP server are thinking about that atm :P If you have mabye an idea how to make it work for multiple could you upload that mabye? Oh and if we got a solution i will reply to u so u can mabye make a video about it ;) If you want i can send you the IP of the server when its done and u can check it out ;)

    Well anyways, i really enjoy youre vids and i think ur amazing helper. Subbed and favorite ;)

    Cheers - Mitch

  • @MittahDejong I have only general ideas about how to deal with multiplayer scenarios. The simplest thing is to keep all tracks one-way so you don't have any head-on collisions. The hard part is making sure that there's only one person using the station at a time. I'm not sure how to achieve that, especially since riders may destroy their carts, hop out of their carts, or disconnect at any time. If you figure out a way to solve those problems, I'd love to see how you did it!

  • @TaviRider Don't beat yourself up. It's a problem in the real world, too, perhaps not even a solved one! But it's fascinating to contemplate and work at! This stuff would have made my electrical engineering classes fly by, back in uni!

  • Looking forward to the inside view! Great videos, keep em up!

  • Wow. Your ideas are as excellent as your presentation. Great work. Thanks!!!

  • Would you have a simple logical representation of how the curcuit works out.. im reverse engineering the world, but a simple blueprint would be greatly appreciated :D

  • @ACABan88 In 500 characters (the comment length limit on YouTube)? No. But my next video will be a tour of the guts, where I'll describe how it works on a component level.

  • You're some kind of mad redstone genius, TaviRider. Wish I had the patience and attention span to buil OH LOOK A CAVE OPENING!

  • @dmnvll I tried to build his door mechanism, ran out of red dye, spend 2 hours exploring and spelunking and building an outpost, continued building, needed green dye, spend another two hours, crossing a sea and discovering a dessert and building another outpost tower. Total time for simple door circuit: 4 hours.

  • @killroy42 HAX ftw :D

  • ahaha i thought he was gonna say n this long section is my penis oh god :P

  • Can't thank you enough for making this and sharing it.

  • Great station :-) For SMP traffic management could you have a pressure plate on a corner which switches you to a spare track lane that is empty (from either direction). Obviously you would need 3 passing lanes for 3 players etc unless you used a stop and go system where you would wait until they pass then are boosted on your way again - this may be simpler to implement?

  • @Biffa2001 The queueing isn't the hard part: It's the exact same mechanism as the cart dispenser, actually.

    The hard part is knowing when you can move the queue. For instance, what if someone disconnects while they're in the middle of the queue? Also, someone can ride a cart into the station and just sit there. How can you distinguish that from someone who rides into the station and disconnects? You can put a time limit on how long people are in the station, but that's annoying for riders.

  • @TaviRider If a player disconnects mid-ride could not the wooden/stone plate's different functions be used to see if it's empty or not? If empty, send it to a sideline with a cactus, if not send it to the station. The same if a player sits in a cart in the station. I say all this will a very limited knowledge of carts and pressure plates - just some ideas :-)

  • @Biffa2001 To have a cart go over a wooden/stone pressure plate it needs a booster cart. Otherwise the cart will stop on the plate and never move again. I'm trying to avoid glitches like booster carts.

    But that's not the real problem here. The problem is knowing where the players are, not knowing where the carts are.

  • @TaviRider Ah yes, I forgot about the need for boosters to move from a pressure plate. Let's get them grey cells a'working and solve this!

  • awesome station I have been looking for something like this for a while

  • Yes, just when I'm about to make a minecart station and looking through videos to get a grasp of what I need. This is exactly what I had in mind, mutliple destinations, return on same line, minecart dispenser. GRRREAT VIDEO.

  • Awesome as always.

  • tutorial?

  • tnx i don't understend what did you say,but now i downlaod the map and i understend!

  • Wow, can't wait to see inside.

  • great system! This one is defenetly replacing my current, booster powered station! 

  • TaviRider, are you James Bernard from propellerhead?

  • Wonderful Job on the station! I have to point out I really loved (and learned alot) from how you setup those double doors. The small RS-Nor latch and reset, in a very compact design and using the repeaters to input a delay for the doors to open together! May seem trivial when the focus is on the station.... but I sure learned alot from looking at it.

  • @GoldenWing81 If you find that useful, you should check out TaviRider's World of Redstone. It includes a number of double door designs, all laid out for you to reverse engineer.

    That particular double door design is based on Minecraftaddict's design. I just reworked it a little so the button is flush with the wall.

  • Lovely station, but why the clown colors? =)

  • @teapoted I had already used the primary colors inside: Red for input, green for processing, blue for output. And my local light rail system, MUNI, uses purple and yellow for two of its lines, so it seemed familiar to me.

  • Tutorial video please?

  • Good job making a coherent video.

  • You should try to figure a way to create necramars station but with out booster tracks. it is by far the best station, it keeps everything going one direction and keeps all unoccupied carts off the tracks. He has a video on how to do a track switcher but i think that it could be improved after see yours.

  • Awesome as usual, keep it up! You never cease to amaze.

  • You are an amazing Minecrafter, and great at explaining how your awesome things work out. You deserve so many more views/likes/subs.

  • really love how neat you made this and a great explanation to go along with it, keen for your behind the scenes video!

  • "Doesn't use SW corner glitch"....uses the SW preference for mine carts on tracks

  • @coasterking03 I don't know what you're referring to about minecarts on tracks. At intersections carts either follow the connected curve, or pass straight through. That works regardless of orientation.

  • @TaviRider Also, it appears this one wouldn't work for a multiplayer server. Players would collide while on the track.

  • @SpaceMonkeysJTV Yeah. Supporting multiplayer is a much bigger can of worms. I see this as a step in that direction. On multiplayer you need traffic management, and separate incoming/outgoing tracks. I still haven't figured out how to do traffic management in an automated way.

  • This is very nice, but it seems to be really finicky. Like if you dont wait 3 seconds, it messes up really badly...

  • @reconJeff If you wait more than about a second but less than 3, it should toss the cart on the cactus.

  • @TaviRider Oh well mine got really baddly messed up, I thought it was rapid loading, but it may have been because in the dispenser I removed like 3 carts from the middle of the cycle...

  • @reconJeff Yeah, you can't mess with the carts in the middle. There's RS NOR Latches in there that need to know whether there's a cart on top. If you remove the cart, the RS NOR Latch will be in the wrong state.

  • @TaviRider oh...lol

  • @TaviRider Could you make the loading rail a brake with a T flip flop and two detectors until the loaded minecart is sorted?

  • @Wofiel That is equivalent to adding another row to the dispenser.

  • @TaviRider But it would stop any further carts from being added, instead of being thrown into cacti, no?

  • @Wofiel Not really. You still have the exact same problem. Your suggestion is to deal with the case where someone drops in two carts rapidly. Well what if they drop in a single cart, wait a while, and then drop in two rapidly? Your T Flip Flop solution is going to have the exact same problem as the dispenser itself.

  • @TaviRider Ah, I misunderstood how yours worked earlier.

    What I meant was, why not, when the dispenser is full, make the loading rail default as a brake? As opposed to a switch to a cactus. As soon as a cart is taken from the loading rail, it shuts itself off again, until it has checked again that the dispenser isn't full.

    There wouldn't be any double-loading because as soon as a cart is on track to the main dispenser, it becomes a brake again.

  • @Wofiel I can see three problems with that.

    1) It will take a little time for the first cart to reach the detector and for that to shut off the input rail. Because of that, it will still be possible for a fast player to get multiple carts in the system.

    2) Any powered rail used as a brake must be slanted, or at a dead end. Depending on where the extra cart stops, this may not leave enough length to give it enough momentum to get in the system when the congestion clears.

  • @Wofiel 3) There may be a better solution that minimizes the problem: Have the dispenser system loop back closer to the deposit slot. Right now part of the problem is waiting for the cart to travel down to the end of the queue. If it looped back, deposited carts would get into the system much sooner.

  • so much efficiency! can't handle it!

  • This is glorious.

  • you should add one of those things minecraftaddict has. it's just a little cart blocked off by half steps on a rail, so you can just right click to get out of the cart easily.

  • @Alfee94 I considered that, but I decided against it. That requires the user to understand why the cart is there and to use it properly. There's also the issue of people taking the dismount cart.

    And with the empty minecart detection, the biggest problem with dismounting (runaway empty carts) is handled anyway.

  • Really good - you definitely achieved your goal! Looks really easy to use, even though you got lots of complex functionality in there. Is this aimed at single player?

  • @D3ltra Hey D3ltra! Yeah, pretty much single player. Multiplayer is a hell of a lot harder... I'm sure I'll have to tackle that some day.

  • @TaviRider I really like how neat you made everything inside. I'm still in awe every time I see D3ltra dispenser because it's so well done.

    I'm planning on building a station on the SMP server I play on once the admin updates to 1.5, with binary switch and what-not, we'll see how well it goes :)

    Keep up the great work TaviRider!

  • very nice Mr. T, your videos are always great

  • Amazing Job dude!

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