The design also uses a lot of redstone. Remember, building a structure this large will require a lot of time and effort, not to mention the resources.
You can have a massive central terminal with many platforms and on top, have ferry piers and light rail and etc. For the test experiment, the platform only fits 3 passenger cars. You can include luggage cars in front or at the back, but to build the platform, you need a large open area. Also, determine whether your platform is a side platform or an island platform. A side platform serves only one track while an island platform serves two tracks. Now, start the boarding area. The track below the platform will ALL be powered rails.
You should include extra powered rails beyond the platform for luggage cars. Before the platform, have another set of powered rails not connected to platform track. Make a station box across from the platform with levers controlling both sets of powered rails , and place a station attendant here. Before the non-platform set of powered rails, have a room set into the side so another attendant can push the carts in an emergency.
At a ticket booth, have a person behind a glass screen with a 1x1 hole, with the stated price and destination above the hole. For a ticket turnstile, have a series of iron doors separated by walls with holes in the bottom. Below the holes, have pits that open out into a room. Below each pit, have a wooden pressure plate connected to the door preferably under with a person standing next to it to collect the ticket.
The ticket can be anything. Another idea is to have a separate room with redstone connecting the iron door in the waiting room. In the staff room, there can be a lever which when pressed will open the door. Finally, have controlled water flowing through a 1 block high gap which flows into the staff room be careful of redstone.
Now, patrons can drop "tickets" into the water and when it reaches the staff, they can open the door. A new idea is a machine reading your ticket. Have a hole, then a water shaft. And put some space further on. Put a redstone comparator next to the hopper above the dropper. Then, put 64x9 of your "money" in the dropper.
Put 22 "coins" in the hopper. Then, put two redstone next to it and a redstone repeater after that. Wire this up to an AND gate and a redstone clock.
Wire this up to the dropper and another wire to a dropper, which has all your tickets in. When you put your money in it goes inside the hopper. This makes the comparator go one more block which powers the rest of circuit.
You need an AND gate and a clock to make a pulse. The pulse makes the dropper lose one thing so it reverts to its one block. This makes it resettable. It will power the dropper to give you a ticket. If you have any wrong ones it will not go in the hopper and disappear after a while. Make the money from the first dropper go into lava or into a hopper chain to a chest. This is quite advanced so only attempt if good with redstone. On the main rail , make sure that you have an activated powered rail every blocks or, if you prefer speed over resource cost, you can use powered rails for the entire track.
However, this will require much more redstone , but will definitely make sure that free carts do not slow down. If you possess vast quantities of redstone and gold , this will not be really troubling. If well made, ticket fees will give a considerable profit on multiplayer, possibly giving you enough resources to build a massive subway network similar to London's Underground The Tube , taking vast amounts of people to various places. It is also possible to do a huge rail network with smaller, single-cart stops.
Instead of using up many pickaxes while making stations, a simple single-cart network can be used. Remember, building a structure this large will require a lot of time and effort, not to mention the resources. When building an underground network, you will find that sealing off ravines and caves becomes an additional problem.
Curse Help Register Sign In. Home Minecraft Forum Mapping and Modding: I'm making a custom map and I was wondering how to choose what villagers can trade and what they want to trade it for.
I know it can be done as I've seen it in many custom maps. Also, can you make it so that when the player spawns a villager with an egg, they only trade specific items, or can this only be done with already existing villagers? And finally, when building a house for a villager, what will they move into?
As in, what requirements are there for a villager house? This is slightly off topic, but when making books, how do you change who the author is? Rollback Post to Revision RollBack.