Righteous Wrath Online Community

General => Game Chat => Minecraft => Topic started by: Lazybones on April 03, 2012, 12:56:22 PM

Title: LRT Track design
Post by: Lazybones on April 03, 2012, 12:56:22 PM
Well here is a good case for using Minecraft Structure Planner, it may be limited on materials (no redstone, or rails) but it is good for buildings.


FYI It generates material lists...
Title: Re: Above Ground LRT design
Post by: Lazybones on April 03, 2012, 12:57:47 PM
Another option would be to just do the T shape, since it is 3 blocks high, as long as it is lit mobs should stay off of it..
Title: Re: Above Ground LRT design
Post by: Mr. Analog on April 03, 2012, 01:10:55 PM
I was thinking about putting it higher up, like maybe 10 metres/blocks

For the rustic outskirts I think maybe a classic early 20th century stop would fit, especially if I made most of it out of wood?

I'll try to build something in creative first to see how it works.
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 01:42:45 PM
From Thorin's comments and thread..

- Fence fits the theme and keeps most mobs from wondering over.
- Small ditch and mound helps as well and looks correct as most tracks have a mound ( could use gravel but cobblestone is more common)
- Light polls would have touches not glow stone..

FYI you can place half block floor bricks to prevent mob spawns on specific areas... so that is another covering we could consider..

More radical, we could fill the ditch with lava, thus giving us light and a way to kill mobs... I would dig it down one more level so the lava isn't level.
Title: Re: Above Ground LRT design
Post by: Lazybones on April 03, 2012, 01:43:42 PM
Quote from: Mr. Analog on April 03, 2012, 01:10:55 PM
I was thinking about putting it higher up, like maybe 10 metres/blocks

For the rustic outskirts I think maybe a classic early 20th century stop would fit, especially if I made most of it out of wood?

I'll try to build something in creative first to see how it works.

I think it will look odd that high up, maybe 6 blocks?
Title: Re: LRT Track design
Post by: Thorin on April 03, 2012, 01:51:55 PM
Quote from: Lazybones on April 03, 2012, 01:42:45 PM
From Thorin's comments and thread..

- Fence fits the theme and keeps most mobs from wondering over.
- Small ditch and mound helps as well and looks correct as most tracks have a mound ( could use gravel but cobblestone is more common)
- Light polls would have touches not glow stone..

FYI you can place half block floor bricks to prevent mob spawns on specific areas... so that is another covering we could consider..

More radical, we could fill the ditch with lava, thus giving us light and a way to kill mobs... I would dig it down one more level so the lava isn't level.

I like that initial design, Lazy, with the fence on either side.  Not sure if I'd like lava along the tracks, could be dangerous!  You're right that cobblestone is more common than gravel  The only thing easier to use that cobblestone would be dirt :)

What's this you said about half-block floor bricks not spawning mobs?  Really?  Is that just a bug that might get fixed later?
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 01:56:08 PM
They are called Slaps (they are half blocks)
http://www.minecraftwiki.net/wiki/Slabs

QuoteMobs cannot spawn on top of single slabs, but they can spawn on double slabs.

You can make cobble stone ones, so those could be placed beside the track (can't put track on them) to reduce possible monster spawn area.

Could also then use wood slaps for a station platform, and use fence gates to prevent mobs from walking it..

We could create a fairly safe open system this way.
Title: Re: LRT Track design
Post by: Tom on April 03, 2012, 01:57:54 PM
I had replied to Thorin's post.. But somehow it got lost? This isn't the first time either >:(

anyhow yeah. Mobs can't spawn on slabs/half-blocks. It's been like that for a while, so it may not change (who knows, they like to nerf stuff in game).
Title: Re: LRT Track design
Post by: Melbosa on April 03, 2012, 02:05:51 PM
Quote from: Tom on April 03, 2012, 01:57:54 PM
I had replied to Thorin's post.. But somehow it got lost? This isn't the first time either >:(

Hmmm never see that happen before.... using a phone or computer?
Title: Re: LRT Track design
Post by: Thorin on April 03, 2012, 02:07:19 PM
The slabs in the ditches might be a good idea.  So:

fe       tr       fe
DB ss SB SB SB ss DB

fe = fence
tr = track
DB = dirt block
ss = stone slab
SB = stone block

Can torches be placed on the fence?
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 02:11:21 PM
No they can only be places on the top or side of a full block.
But I don't think mobs can spawn directly on top of a torch .

This is also why my design had the wooden light posts.

For estectics the redstone power touches can be dug under the power rails...
Title: Re: LRT Track design
Post by: Tom on April 03, 2012, 02:21:10 PM
Quote from: Melbosa on April 03, 2012, 02:05:51 PM
Quote from: Tom on April 03, 2012, 01:57:54 PM
I had replied to Thorin's post.. But somehow it got lost? This isn't the first time either >:(

Hmmm never see that happen before.... using a phone or computer?
Computer with Chrome. It seems to happen if someone else just replied as well. Almost as if its at the same exact time.
Title: Re: LRT Track design
Post by: Mr. Analog on April 03, 2012, 02:33:44 PM
You can put torches on fence posts
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 02:34:00 PM
Quote from: Tom on April 03, 2012, 02:21:10 PM
Computer with Chrome. It seems to happen if someone else just replied as well. Almost as if its at the same exact time.

Normally that prevents posting and presents a warning that someone has already replied, if you navigate off the page instead of confirming the post it is lost.

I have missed this sometimes and navigated away by hitting the unread posts link, thus loosing posts a few times..
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 02:35:11 PM
Quote from: Mr. Analog on April 03, 2012, 02:33:44 PM
You can put torches on fence posts

Hmm, that gives me some ideas...

You could create some nice telephone / telegraph polls by sticking fence on top of wood polls.
Title: Re: LRT Track design
Post by: Mr. Analog on April 03, 2012, 02:36:15 PM
Quote from: Lazybones on April 03, 2012, 02:35:11 PM
Quote from: Mr. Analog on April 03, 2012, 02:33:44 PM
You can put torches on fence posts

Hmm, that gives me some ideas...

You could create some nice telephone / telegraph polls by sticking fence on top of wood polls.

Yep, look inside the foyer of the Analog Building and/or the single redstone torch on the radio antenna
Title: Re: LRT Track design
Post by: Mr. Analog on April 03, 2012, 02:40:29 PM
I think I have found the perfect 19th century western railway station design.

I'll even make sure there is a coal chute :)
Title: Re: LRT Track design
Post by: Thorin on April 03, 2012, 02:47:26 PM
Sweet!

So...  Minecraft does consume most of our waking moments, eh?
Title: Re: LRT Track design
Post by: Mr. Analog on April 03, 2012, 02:52:40 PM
Quote from: Thorin on April 03, 2012, 02:47:26 PM
Sweet!

So...  Minecraft does consume most of our waking moments, eh?

...yes
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 03:10:30 PM
If we wanted to make the whole line that theme, we could use plain track and a powered mine cart to drive a train of cars (costs burnable items to run) but that would make them drastically less convenient.

If we are doing powered track, I wonder if we could camouflage the new station dispenser a little... use wood instead of stone for the platform and  have the empty cars enter and leave via little wood shacks?
Title: Re: LRT Track design
Post by: Mr. Analog on April 03, 2012, 03:17:24 PM
That reminds me, I need a diagram of your design...

Maybe I can incorporate it into a classic railway station
Title: Re: LRT Track design
Post by: Thorin on April 03, 2012, 03:21:31 PM
Hmm, you're thinking much further in the future than me, Lazy.  Maybe I need to go see your minecart dispenser system that you've got working currently.  Where should I head to see that?
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 03:22:24 PM
Quote from: Mr. Analog on April 03, 2012, 03:17:24 PM
That reminds me, I need a diagram of your design...

Maybe I can incorporate it into a classic railway station

I have amended it a little on our server and made it more compact... there are some variable elements depending on track compass direction, and some flexable elements such as the location of the return tracks and how deep you make it determines how many carts it holds..

The platform section and spacing however is fairly fixed.
Title: Re: LRT Track design
Post by: Mr. Analog on April 03, 2012, 03:32:16 PM
Yep, diagram that sucker and send it my way, maybe I can help?
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 03:34:25 PM
FYI the current stations are build to minimum platform length.. It takes up 11 (need to double check) from empty cart entrance hole to new cart exit hole.. Those holes can be further  apart, the new cart call junction is passive and can be placed much further if needed. The empty cart entrance junction is triggered by the passenger detector fence/pressure plate so redstone paths are required.

The placement of the cart call button can be moved but must connect down under to the pez unit, the launcher is fairly standard but does depend on an over head blocker block to stop the cart and drop it strait down (this part may look odd on a level track as there is a jump and a sudden stop. ( this part could be changed to a new sticky piston design, possibly that removes a segment of track to ensure a fast stop.
Title: Re: LRT Track design
Post by: Mr. Analog on April 03, 2012, 03:37:36 PM
So a possible solution to the whole gold shortage may be to actually use a powered minecart, there are a couple drawbacks of course:

1. Slow (I think max speed is 3.5 metres per second vs 8 metres per second with powered spacing like I have set up)
2. Setting the direction is a bit fussy, you have to punch it in the direction you want to go but it pushes the cart so you have to get it rolling before you get in for the ride.

Unless we can get a lot of gold again!
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 03:54:27 PM
Quote from: Mr. Analog on April 03, 2012, 03:37:36 PM
So a possible solution to the whole gold shortage may be to actually use a powered minecart, there are a couple drawbacks of course:

1. Slow (I think max speed is 3.5 metres per second vs 8 metres per second with powered spacing like I have set up)
2. Setting the direction is a bit fussy, you have to punch it in the direction you want to go but it pushes the cart so you have to get it rolling before you get in for the ride.

Unless we can get a lot of gold again!

Also it doesn't work very well for multiple users. You can't just have it run around on a loop due to the distance spawn limits, thus I don't suggest it.
Title: Re: LRT Track design
Post by: Mr. Analog on April 03, 2012, 03:57:07 PM
Is that stopping cart momentum on unloaded chunks thing ever going to be fixed?
Title: Re: LRT Track design
Post by: Lazybones on April 03, 2012, 04:01:46 PM
Quote from: Mr. Analog on April 03, 2012, 03:57:07 PM
Is that stopping cart momentum on unloaded chunks thing ever going to be fixed?

No it is part of the game for all animated / redstone items as far as I know, it is need to reduce data transmitted and tracked by the server.
Title: Re: LRT Track design
Post by: Mr. Analog on April 03, 2012, 04:03:31 PM
Quote from: Lazybones on April 03, 2012, 04:01:46 PM
Quote from: Mr. Analog on April 03, 2012, 03:57:07 PM
Is that stopping cart momentum on unloaded chunks thing ever going to be fixed?

No it is part of the game for all animated / redstone items as far as I know, it is need to reduce data transmitted and tracked by the server.

Bah! I so want to have freight lines I don't have to babysit...