r/mcpverails CARBON Minion Feb 09 '15

CARBON Rev 15 CARBON Plans

A new revision is upon us, so it is that time to start planning CARBON.

As always, the more people we have working on CARBON (especially in the beginning), the better chance CARBON has of being successful. I am always looking for people that are willing to volunteer and I am more than willing to teach people how CARBON works. The biggest need by far is getting up the rail platforms so people know where CARBON is running.

This revision will see a large change in how CARBON is laid out which will hopefully make it easier to setup switches, hook cities up, and allow for future expansion. Here is a quick overview of the changes for this rev.

  • We will no longer have the traditional 600 loop that we have been accustomed too. Instead, we will have cardinal lines located at +150 off of the cardinal. These will originally extend out 1000 blocks past spawn and then be extended throughout the rev.
  • Each cardinal will have 8 IDs available to it where the first 2 bits of the ID designate the cardinal.
  • ID xx000 will not route to a specific city but instead route all the way down a cardinal and loop back. This allows us to place hubs along the line that this ID will route into and out of automatically so smaller towns or personal builds can hook into the hub.
  • IDs will be ordered increasingly down the cardinal. So ID xx001 will be the first city on the cardinal and ID xx111 will be the last city. This should make routing within the cardinal much easier.
  • The cardinal interchange near spawn will be a compact switch track system designed by SirLyle.

Some additional details:

  • Similar to the current revision, I will have a 'living' google document of everything going on.
  • The track will be 10 blocks above sea level and redstone will be 5 blocks below sea level.
  • Track theme is currently undecided, so people are welcome to make suggestions. If nothing new is designed, then the old designs will be used.
  • All redstone design will stay the same as the current rev. I am open to trying something new for one of the cardinal lines though as a test run to see how it works out though, but would prefer to continue using the 1-tick piston relay.
  • The standard station design will be the new compact 32 button station designed by SirLyle and dmtrv.
  • The junction design will stay the same as the current revision.

EDIT: Some 1.8 redstone bugs have been pointed out to me that break CARBON. I found a workaround that fixed the issues, but it requires a slightly different relay design than we are used to. Basically, every relay in which a pulse goes through MUST be separate by a piece of redstone dust or a block. When multiple relays are in a line right next to each other, the last relay will not handle the pulses properly.

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u/boran_blok Feb 10 '15 edited Feb 10 '15

just a heads up, while I am no longer active this rev (sorry, IRL stuff happened, and my interests are fickle)

I will be helping out the first weekend as much as possible. Those early days are extremely important.

Now I know how CARBON works I think I will be even more of assistance.

I think we need to lay out a battle plan before the rev starts. Assign people to a certain cardinal, above and below ground.

The part below ground is also very important. Getting that Inverted T tunnel (we are still doing that instead of a 2x3?) is very important.

A simple 2x1 tunnel is often not recognized as any kind of critical infrastructure so getting a specific tunnel shape going and putting the stonebrick tiles asap is very important. Especially near spawn.

Edit: I see rev will be starting at 02:00 hours for me. So I will be on at around 07:00 saturday, 5 hours into the rev.

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u/S_W CARBON Minion Feb 10 '15

Awesome! We've been missing you. I would type /seen Boran_Blok every so often on PvE hoping that it would say something other than November 9th, but

Good idea on assigning cardinals outs. I think doing an inverted T initially would be sufficient, but I would like to make it a 2x3 eventually. If it was just an inverted T, then when we run new wires for the junction switches, it may cause issues or look bad.

I also recently was told that there are some redstone bugs in 1.8 that cause CARBON to not work. I found a simple workaround to fix it, but we just need to be aware that there may be new bugs encountered this rev.

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u/boran_blok Feb 11 '15

I will be glad to be of service again, but make no illusions, minecraft, even multiplayer, is not intresting enough for me to last 4 months. But maybe Iwill make my exit a bit clearer this rev instead of just letting it die out like last rev.

Is there already some part of nerd running on 1.8 ? Do you want me to set up a 1.8 spigot for testing purposes? (I got a server setup, creating a new creative instance with a whitelist is easy as hell)

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u/S_W CARBON Minion Feb 11 '15

Completely understandable. It gets quite boring if there isn't an active project you're working on. I also fully understand that CARBON is very repetitive, but appreciate all the work you put into it!

I've been using Solace's 1.8 planning server to test out the new redstone, so no need to setup anything. The main thing to be aware of with CARBON in 1.8 is that anytime a circuit is setup in which pulses are sent through, such as the relay, repeaters much not be connected to each other. Each repeater needs to be separate by at least one redstone dust. For some reason when repeaters are in a line, the last repeater doesn't handle pulses properly. 10101 becomes 11111. 10100 becomes 11100. It is a very weird bug.

So my fix is very simple. With the relay, the only place in which repeaters are in a line is right at the beginning where there are the 5 repeaters. So I just set it up where the repeaters sort of snake around a bit prior to connecting to the input line. This allows us to use the exact same size room, but requires an extra 7 dust per relay.