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  #2094  
02-19-2012, 12:45 PM
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Just Add Water
Decidedly indecisive
 
: May 2011
: UK
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I don't know enough about exoddus to build it a station. I am quite intrigued at the propect of setting up a system that allows for the introduction of carts to the track without needing the player to place it there.

I've got a couple of ideas lined up for it, my favourite so far is allowing each station a bank of carts, with each station also being responsible for ensuring it has a full number of banks. the idea being that, if the player takes a train from Ma Spa to Exoddus, along with the player, a signal will be sent telling Ma'spa that it needs a replacement cart, which will be sent back from Exoddus.

The real problem is the problem of unloading chunks. If Exoddus sends a cart back down the long track to Ma'Spa, will the cart stop when it hits an unloaded chunk? I think it might, in which case it may be frugal for each station to have memory of the station the player is going to, that would allow for an additional cart to be sent along with the player if needs be.

Hmm, The number of carts would have to be pretty large in each station as to ensure that we avoid the possibility of a popular station ending up with all the carts before anyone ever uses the stations to go anywhere else.

I'd need to do some tests on this to make sure it's doable. The redstone will be fairly complex because each station would essentially need 15 bits of memory, 5 for each station it connects to and 5 for itself.

Actually, thinking about it, if each station contained a bank for each connecting station, then we could just use specific carts for each leg of the journey. The only way that would work would be if there were no interconnections between stations, i.e. the player couldn't take a train to exoddus, Ma'spa, genesis, then from genesis back to exoddus. Though I guess I could work out a counting mechanic that moved tracks to other lines if needs be.

I'm looking forward to this ^_^ (that is if you're interested in any of the above ideas)
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