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Nether transport #58

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skinofstars opened this issue Sep 29, 2014 · 6 comments
Open

Nether transport #58

skinofstars opened this issue Sep 29, 2014 · 6 comments

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@skinofstars
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Move transport away from being so centralised.

Make central station a terminus for lines. See #57

Include both ice and train for major routes.

Fix sketchy rail dip stops. Make them stop & go.

Move hopper transport to lower level. Where appropriate, convert to minecart.

Include more powered rail, for moving chest carts

@peterjwest
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Would be good to use minecarts instead of hoppers between portals. (Reduce lag, increase reliability, increase throughput, increase coolness).

@meshy
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meshy commented Sep 30, 2014

👍 for Minecarts :)

@peterjwest
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@peterjwest
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Updated version:
https://dl.dropboxusercontent.com/u/1186571/Minecart%20tranport%202.zip

This version includes 3 minecart stations (connected together). Each station checks the first block in the cart. If it's a particular coloured wool the cart is routed on a particular line. There are two outputs for empty or carts with no matching wool.

@skinofstars
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Just had a look. Real smart design. Some queries.

Why would you need alternate routes? Are they not always heading back to a main sorrter? Or are you thinking for moving different types of good to differnt locations, like sand to a pyramid?

It looks like you also need a long redstone from the emptied cart release to trigger the first in the line to move out the way for following carts. Does that mean we're mostly looking at a closed loop system?

@peterjwest
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Yeah I thought it would be great to send stuff to different places as we need it; pyramid is a good example.

I've designed a replacement for that system with a vertical cart queue (much more compact). I was thinking we send the carts to their destination then store them in a chest, so you just add carts to the system from wherever and they get to their destination.

We could automatically put excess carts into carts and send them back to the main sorter ;)

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3 participants