Minecraft OCuK Forum Members Server Thread

yay finally found a use for the underground section of my base.... a wheat farm

farmd.jpg
 
The booster describe there tends to cause server lag and are annoying when they dont reset. The cart system implemented by craftbook is far better and you can have slow and fast blocks and a proper station that spawns carts. take a look.
 
http://www.minecraftwiki.net/wiki/Booster

really useful stuff there, they can be simple or complex if you involve redstone and create switches to activate them etc.

I haven't been online so often, taking a little break. titanic project gets a big tedious after a while :P

hmm looking at this gars would it be possible to be added to the protected list for your bridge that goes from span to my fort?

It should be big enough and it's definitely the cleanest and most mob proof route what will require the least hassle to connect up to the fort safely.

I can use it to test a simple 2 way system from spawn to fort and back with a simple station.


Arena on temporary hold :p but will probably be done while frustrated with mine carts :p
 
:o
there's nether stone underneath so you could go down light it on fire then remove the blocks under the animals for a fiery sacrifice :p
 
The issue with minecarts is not boosters, they are simple and easy to make. What is complex is getting sections of track to perform the way you want when there is redstone input. For example, I ran into an annoying problem with an area of track I had that had other track nearby, when I tried to 'switch' one of the track sections it curved (as it should) but because it was now curved some of the nearby sections also jumped into a new position to conform to it, and it just turn into a circle :(

I've fixed it now, and my current setup allows for a single button to request a cart, which stops when it arrives, if it is not occupied by the player it just gets boosted back to the station, if the player gets in then it gets boosted on to the destination.

Such a solution would be the easiest to implement to transport over the world. Just have all the stations in one big loop, and the cart keeps getting boosted around until the player gets out of the cart, at which point it will be returned to the station at the next stop. This is much more simpler than choosing a final destination at the starting station and going directly there, with the redstone controlling the exact route.

Or an even simpler method, ignore the redstone altogether and just have stations with boosters, and have each player bring their own cart. Just drop the cart onto the track, push in the direction and jump in, and just let the boosters take you along the track, then pick up the cart at your destination. It would mean everyone who wants to use the cart system needs to bring their own carts though.
 
you could have a series of routes going from say spawn to different places all just running from separate platforms of one station.

So each track only goes to one place and back but they're all accessible from one place.

tbh the main issue is I think will be keeping all the tracks mob free and safe from arrows stopping the carts.


I think andy/terminal's system from the coaster is a good one, the player places their cart gets in then presses a button to set off the booster engine to move them off and they remove the cart at the toher end.

Otherwise with a dispenser they only seem to hold one carts two people couldn't go the same way twice his way avoids that.
 
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Thats why you will need to either do underground carts (I have no idea how crowded the area is under the spawn) with well lit tunnels. Or 'tubes' above ground but then you have the issue of the spawn skyline being filled with tubes going everywhere (like its already starting to).
 
Thats why you will need to either do underground carts (I have no idea how crowded the area is under the spawn) with well lit tunnels. Or 'tubes' above ground but then you have the issue of the spawn skyline being filled with tubes going everywhere (like its already starting to).

they don't need to be in the air, gars made a very nice looking bridge from the spawn to the fort and it looks fine, they just need to be built in carefully.
 
Right I am sick of this of minecarts don't work oh I can't do it ect :)

So...... we now have this on the server so get to work !

I give you wait for it Minecart_Mania
http://www.minecraftwiki.net/wiki/Minecart_Mania!

The version on the server is 2.1h there has been 2 more updates so I have asked the host to update the mod in the past it has only taken them a few hours to do this.

2.2a December 3, 2010 Fixed extreme minecart collision damage
Fixed double chest spawning bug
Stone Pressure plates don't cost momentum travelling over them

2.2 December 11, 2010 Added new chat commands to SMP
Added station block
Added new config settings for pressure plate rails
Added minecart damage
Bug fixes for SMP.

2.1h December 3, 2010 Minor Hey0 bug fixes << one on the server at the moment.

Re the rail link bridge I built from the spawn I have now /unprotected it, it is or should be monster proof all the way to the fort.
It has been build flat all the way to the fort aswell cutting into the hills near the fort I did not want it under ground so you can see the sky & day light as you go.
So you can now work on it as you wish.
I am working till 10pm so will not be on till 11pm ish.

Have fun
 
Me and Jmiller started working on linking Tefal's fort up to the main station and using a redstone system to switch tracks to the 'Tefal Line'. It is complex, yes, but I think with some planning, we can make a decent rail system.
I have not been on for the past few days due to other commitments, but will come on and work on the tracks a bit later today hopefully.

What would be cool is to have a series of buttons in the station (signposted to their ultimate destination or direction) which switch the tracks just outside the main station and link it using redstone.

The problem with just linking everything in a big loop is that it will take about 30 minutes to get somewhere far from the spawn by cart.
 
Garsands will this minecart mania be staying on the server or is it just for testing for now? I Ask because if I get rid of my current minecart setup for a minecart mania setup then it would be a basically pointless track if the mod was to be removed/disabled.
 
It will be staying for aslong as it works. How long that is, is out of my control.
With beta 3 days away minecarts maybe fixed & then there would be no need to use this mod.
I only added it as a option for players to use, so it's upto you if you want to use it or wait for 3 days for beta.
But I will not be removing it myself.

Tefal you not knowing about minecarts & how they work is not a problem, your name came up as you & topsticks are one of the better builders on the server.
Someone else can help you with the tracks ect.
 
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Probably worth waiting to see what the Beta brings before developing any mad Minecart tracks then?
 
Looking into minecart mania it seems like making a cart system would be insanely easy because although the wiki doesn't say how to make a 'station block', it says you can use them as a junction which stops the cart, and then the rider does /north, /south (or even straight, left, right...)etc... whichever way they want and the cart continues in that direction with its previous momentum. and with the cart dispenser/collector it will be trivial to set up a 'cart on demand' system, although at times people may have to make trips to remove carts from an overstocked place and transport them to a place without carts in the dispenser.

All we will need to easily do all this is gold (and LOTS of it) for boosting blocks (normal boosters can still be made, but gold booster are SO much smaller and less complex), and a load of iron for track (not as much of an issue as gold as its 6 iron for 16 track sections).
 
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i want the station to be kept as simple as possible, really. if that means having multiple platforms or even multiple rooms then thats fine, id rather than then over-complicating it with banks of switches and tracks with multiple directionss.

there's enough room for 8 completely separate tracks (or 4x pairs) as it currently is, im sure that;s enough for the time being. Id rather have junction points outside of the station :)

Me and Jmiller started working on linking Tefal's fort up to the main station and using a redstone system to switch tracks to the 'Tefal Line'. It is complex, yes, but I think with some planning, we can make a decent rail system.
I have not been on for the past few days due to other commitments, but will come on and work on the tracks a bit later today hopefully.

What would be cool is to have a series of buttons in the station (signposted to their ultimate destination or direction) which switch the tracks just outside the main station and link it using redstone.

The problem with just linking everything in a big loop is that it will take about 30 minutes to get somewhere far from the spawn by cart.

you're sam on the server, right? I actually completely redesigned it with the help of ..someone (i forget who, sorry. was it you Dist?) as i realised that as the system was, it would send any cart in any direction, possibly back up the track it came from. it doesnt do that now, but it's big and...ugly. this mod will allow is to tidy it up properly :)

edit: unless you are the guy who helped me and sam is someone else....in which case thanks for the help :p
 
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i want the station to be kept as simple as possible, really. if that means having multiple platforms or even multiple rooms then thats fine, id rather than then over-complicating it with banks of switches and tracks with multiple directionss.

there's enough room for 8 completely separate tracks (or 4x pairs) as it currently is, im sure that;s enough for the time being. Id rather have junction points outside of the station :)



you're sam on the server, right? I actually completely redesigned it with the help of ..someone (i forget who, sorry. was it you Dist?) as i realised that as the system was, it would send any cart in any direction, possibly back up the track it came from. it doesnt do that now, but it's big and...ugly. this mod will allow is to tidy it up properly :)

edit: unless you are the guy who helped me and sam is someone else....in which case thanks for the help :p

No I am sam, as Bes was already taken on Minecraft :/

Yeah I was thinking the same thing about the junction at Tefal's Gaff, I'll pop on and take a look.

I wanted to put the junction points outside the station anyway. If you're onl later I'll try and jump on and do some work on it :)
 
To the ****er who tore up 30 sections of rail on the line from the apartments to the spawn then built up dirt and cobble to get out without bothering to remove them afterwards.. congratulations you are a class A moron.

I'll be contacting garsands to ask him to check who was modifying blocks in the area and I hope we get you banned.
 
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