Page 9 of 11 FirstFirst ...
7
8
9
10
11
LastLast
  1. #161
    Moderator Gehco's Avatar
    Join Date
    Apr 2010
    Location
    FEEL THE WRATH OF MY SPANNER!!
    Posts
    4,004

    Cool Creations on Minecraft by Gehco Co.

    The Temple of Hope
    The Temple of Hope was build as a small spawn point. Floating above people, it gives a source of water, room to prepare from the armory, and send them on their way through four portals. One for each direction. South, lead to desert. North to the plains of snow. West to the forests and East, to the wetlands. The directions where picked bio's in said direction. Sadly, the server it was on took a restart to the face without warning, other projects went lost from it.

    Temple of Hope - Underside View:


    Temple of Hope - Entrance View:


    Temple of Hope - Middle Section View:


    Temple of Hope - Spire Reservoir Pool:


    Temple of Hope - Spire View:


    Temple of Hope - Base View:


    Temple of Hope - Full View:
    You know, one might be wrong about things but it is damn annoying to be right and people then realize it too late.

  2. #162
    This is a tour of my upcoming adventure map, i hope you like what you see!

  3. #163
    LOAD"*",8,1 Fuzzzie's Avatar
    Join Date
    Nov 2008
    Location
    Legion of Doom Headquarters
    Posts
    20,253
    Finally finished my project. At least this version of it. I'm sharing this exclusively with MMO-Champ.



    Download: http://www.sendspace.com/file/yc9jq3

    Minecart Return System v6
    -=-=-=-=-=-=-=-=-=-=-=-=-
    By Fuzzzie
    -=-=-=-=-=


    I created this map with this minecrart system to allow the player to
    stay down in the mine and return everything gathered to a surface
    collection area. The system uses five minecrarts with chests to store
    everything mined. The system is located below a large house that can
    decorated as the player see's fit.

    The mine has been started for this map. At the very bottom of the
    system there is a sliding door. The player is encouraged to mine out
    and away from that door. Mining back towards the system may cause it
    to break as there is a lot of redstone keeping things running. I used
    some bedrock blocks to help prevent system damage but be careful.

    The system also has several interesting features that the player will
    find handy. These include:

    • Indicator lights displaying which receiver bays are currently full and how many empty carts remain. These lights are both available in the receiver bay and down in the mine.
    • A brake switch located in both the receiver bay and mine. This switch will allow the player to turn off the lower level brake and basically cycle the entire system if something goes wrong. An indicator light for the brakes status is also included
    • When all receiving bays are full an alarm will sound in the mine only.
    • The alarm can be silenced in the mine with the push of a button. Silencing the alarm does not cycle the system.
    • Fancy sliding doors.
    • All receiver bays have chests, furnaces and crafting tables including plenty of coal.
    • A separate personal rail car to take from the receiver bay to the mine
    • An incinerator to get rid of junk. Located at the back of the receiving area.


    There are a few instructions for how to properly operate the system:

    1. The system is already cycled so that the first cart is ready to be
    filled down in the mine. Take the minecart in the receiving area down
    to the mine.
    2. Once filled, press the next cart button beside the full cart in the
    loading area.
    3. On the left you'll notice the indicator lights lighting up telling
    you how many carts have been used.
    4. When all carts have been used, return to the receiving area. Empty
    all your carts.
    5. To start the system again, press "Cycle System" and the first cart
    will had back down to the mine.

    Important Note:

    Do not cycle the system until all 5 receiving bays have been filled.
    Doing so may cause two carts to jam. If this happens you'll need to get
    in there and remove the carts manually. This is a problem i intend to
    fix in an update. If you want to do it yourself you simply need to add
    an AND switch to the output of the #5 bay memory cell and the cycle
    system control lead.

    Future Changes:

    1. As mentioned above, fix the "cycle system" button so that it only
    works if all the carts are filled.
    2. Change the brake indicator light to light up when the brake is on
    rather than off.
    3. While exploring, you probably noticed the large empty space. This is
    reserved for the next project I'm planning. It will be a item
    retrieval system where you'll push a button for Iron and a cart will
    show up with all of your iron. No ETA on that.

  4. #164
    Pit Lord BoomChickn's Avatar
    Join Date
    Jul 2010
    Location
    Some place
    Posts
    2,430
    Fuzzzie. Your system inspired me to make my own. I made it so that you can put 5 carts on at once and send them up to be unloaded.

    Note: I haven't cleaned up the circuitry, so it is very messy

    How it works: Press the button at the bottom to send a cart up and call a new one from the top. Unload the carts at the top and then push them on to the powered rails to send them over to be ready to be sent back down. The main difference I think is that you have to push the carts manually off of the unloading areas, rather than just hitting a button.

    This turned in to a massive clusterfuck so I have to explain the pieces step by step, the pictures won't tell much except how much trial and error and jury rigging I did.
    http://i.imgur.com/WAjpX.jpg Before all of the redstone. Pretty clean right?
    http://i.imgur.com/QnEMQ.jpg NOPE. Lots of circuitry
    http://i.imgur.com/OjEZL.png The angle is bad on this one for presentation of purpose, but the wires on the left control the on/off, the wires on the right are completely separate (Well not really, more on this later)
    http://i.imgur.com/wsOh8.png The method of locking carts and sequentially ejecting them.
    http://i.imgur.com/caNrv.png Other side of 3rd screenshot. The detector rails in the 4th power these wires.
    http://i.imgur.com/caNrv.png Overview of the unloading area.
    http://i.imgur.com/wKarL.png The torches powering the angled rails to determine where the carts go in to the unloading area.
    http://i.imgur.com/gJrJo.jpg Area that diverts carts in to each own bay.

    What happens to send one cart at a time, was that each successive cart break will activate only if all of the previous ones didn't. This is where the detector rails come in. If a cart runs over the detector rail after calling/sending a cart, none of the other ones will go.

    The button would always trigger the first powered rail, sending the cart. That cart would activate the detector rail, that when rigged to an AND gate with the button, could cause the next powered rails not to turn on only if it was run over. Then to deal with potential "gaps" in the rails (Carts at 1, 3, and 5 for example), all of the detector rails are rigged to OR gates that make it so only the previous rails could stop it (Cart 4 is stopped by 1,2,and 3, but not 5, 3 by 1 and 2, etc.) The complete OR gate is put with an AND gate that is rigged to the call/send button to determine when it is triggered.

    This means that if there is only one cart at the very end, all of the rails would turn on at one point, but it wouldn't matter because they are empty. But when they are full, it won't send more than one at a time.

    I hope that gives a comprehendable description of it. If fuzzzie has pointers for me (I copied the function, but none of the systems knowingly afaik), just PM me.

    Oh and also, the loading area can be placed far below the unloading, preventing issues with mining in to it. I also doubt it will jam that much, however that can be solves with powered rails I think.
    Last edited by BoomChickn; 2012-06-18 at 04:02 AM.
    Quote Originally Posted by Henry Ford
    Thinking is the hardest work there is, which is probably why few engage in it.
    This explains a lot.

  5. #165
    Epic! personn5's Avatar
    Join Date
    Nov 2010
    Location
    US, Mississippi
    Posts
    1,712
    Here's something I've been working on most of the day, probably going to take me a while to complete.

    Currently not using any mods(just a texture pack and a mini-map, no mods that'll actually help building), been messing around on creative mode, superflat. Got lucky and spawned inside a huge npc village, which I haven't messed with at all yet, and started building this right above it.

    http://imgur.com/a/U9R2T

    Was originally planning on making it more like http://wiki.guildwars2.com/images/a/..._Reach_map.jpg, but I realized that angled corridors would be extremely annoying, so I only went with 4 instead of 6. Still going to have an upper city area eventually, and probably a large, open plaza area in the middle of the bottom level. Going to go back in and add more detail to the area once I'm done building the other 3 districts. (so far, there's a small fountain on the main road near the gate, but in both screenshots it's blocked by the bridge.)

    Edit: Updated gallery, changed some of the designs, added/removed a few things, etc. Still not 100% done, but going to take a break for a few days from it, I think.
    Last edited by personn5; 2012-06-27 at 01:20 AM.

  6. #166
    High Overlord
    Join Date
    Nov 2010
    Location
    San Antonio, Texas
    Posts
    120
    Quote Originally Posted by personn5 View Post
    Here's something I've been working on most of the day, probably going to take me a while to complete.

    Currently not using any mods(just a texture pack and a mini-map, no mods that'll actually help building), been messing around on creative mode, superflat. Got lucky and spawned inside a huge npc village, which I haven't messed with at all yet, and started building this right above it.

    http://imgur.com/a/U9R2T

    Was originally planning on making it more like http://wiki.guildwars2.com/images/a/..._Reach_map.jpg, but I realized that angled corridors would be extremely annoying, so I only went with 4 instead of 6. Still going to have an upper city area eventually, and probably a large, open plaza area in the middle of the bottom level. Going to go back in and add more detail to the area once I'm done building the other 3 districts. (so far, there's a small fountain on the main road near the gate, but in both screenshots it's blocked by the bridge.)
    If you want help with it, feel free to ask :P
    I'd love to help

  7. #167
    Brewmaster rederoin's Avatar
    Join Date
    Dec 2011
    Location
    Europa.
    Posts
    1,460
    I used to have a pretty large "empire" that I worked on for more than a year(from mid 2010 to mid 2011) when I lost it ;_;
    So I decided to start over on superflat :


    My aesthtics are far from "great" tho(its height peaks at 152 blocks high, the largest "wall" is 500 blocks in length). Everything about it is unfinished tho.


    edit : There are mods that help building..?
    Last edited by rederoin; 2012-06-29 at 01:29 PM.

  8. #168
    LOAD"*",8,1 Fuzzzie's Avatar
    Join Date
    Nov 2008
    Location
    Legion of Doom Headquarters
    Posts
    20,253
    Quote Originally Posted by BoomChickn View Post
    Fuzzzie. Your system inspired me to make my own. I made it so that you can put 5 carts on at once and send them up to be unloaded.

    Note: I haven't cleaned up the circuitry, so it is very messy
    I've re-designed the system once using redpower 2 addon. It allows you to colour code redstone cables, compact logic circuits, run cable on walls, upside down etc. Makes the whole system a lot more compact and easy to use.

    I'm working on another version as well using Railcraft and Steves carts Still nothing to report there.

    I hope that gives a comprehendable description of it. If fuzzzie has pointers for me (I copied the function, but none of the systems knowingly afaik), just PM me.

    Oh and also, the loading area can be placed far below the unloading, preventing issues with mining in to it. I also doubt it will jam that much, however that can be solves with powered rails I think.
    The trick is to use state cells for each loading bay. The state cell will remember which cart is next in line and should never cause a backup or the wrong cart to move.

    If I have time I'll do a small flatworld version of the whole setup so you can take a look and replicate/change it however you like.

  9. #169
    Pit Lord BoomChickn's Avatar
    Join Date
    Jul 2010
    Location
    Some place
    Posts
    2,430
    Quote Originally Posted by Fuzzzie View Post
    The trick is to use state cells for each loading bay. The state cell will remember which cart is next in line and should never cause a backup or the wrong cart to move.
    RS NOR latch... best circuit ever when working with moving stuff and limited input times...
    Quote Originally Posted by Henry Ford
    Thinking is the hardest work there is, which is probably why few engage in it.
    This explains a lot.

  10. #170
    The Lightbringer Suprm's Avatar
    Join Date
    May 2010
    Location
    Under your desk
    Posts
    3,678
    Quote Originally Posted by Beret View Post
    Beret's Builds
    Beret, you Sir are a fricking Macho Man! Really nice builds, I must say.
    CASE: Coolermaster Cosmos 2 / MOBO: Asus Maximus Hero VI / CPU: i7 4770k @ 4.2Ghz 1.184v (delidded) / GPU: Gigabyte Windforce 780 3GB 1173MHz, 6589MHz, 1.2v / RAM: G.Skill Trident-X 16GB 2400Mhz / PSU: Corsair AX860 Platinum / BOOT: Samsung 840 256GB x2 Raid 0 /

  11. #171
    Bloodsail Admiral warcraftmew's Avatar
    Join Date
    Jul 2012
    Posts
    1,091

    my minecraft videos

    hope you enjoy these are good i think anyways took me aawhile to do these










    hope these videos boost your imagination on your minecraft worlds

  12. #172
    video's removed?! I am two days late! =O
    "From the first to the end of the Sixth Generation of consoles, for THIRTY FOUR YEARS, this is what gaming was and it was FANTASTIC! You enjoyed the experience and gaming was what it was supposed to be FUN, COMPLETE, no DLC back then the new content was called a sequel and we waited eagerly for it."

    -Muzz (L1GAMES) http://www.youtube.com/watch?v=ePNHfnR-SwA

  13. #173
    Had to share what a friend and I have been creating. It's a small treehouse complex in the jungle, but the aesthetic of the place is just unimaginably peaceful. Combined with the textures I've got going and Sonic's shader mod, and it's just sublime.

    It's simple, it's small, and I actually find myself just vegging out, sitting around and watching the sun rise and set, relaxing.









    Last edited by Herecius; 2012-07-31 at 07:12 AM.

    Heroic Recruitment -- Hersh's multi-PoV kill vids. -- Raids & Dungeons & Hunter kitty
    no one huntars like gaston

  14. #174
    Herecius

    Nice treehouse area. Love the Shader mod and as they improve it, it just keeps getting better.

  15. #175
    my 1st video ,we are currently constucting more on this map
    /watch?v=1UfGJUCjM8Y

  16. #176
    Pit Lord BoomChickn's Avatar
    Join Date
    Jul 2010
    Location
    Some place
    Posts
    2,430
    Got a short one. Quick redstone device for whoever might need it. Made it for production of a 3 block high portcullis, to be activated by levers on a XOR gate.

    What it does is it takes a single input, and gives an on and an off output. When you toggle the input, the outputs both toggle, changing which one is one and which one is off.
    What is important... Both outputs are off for a short time after the input is toggled regardless of turning off to on or on to off, allowing pistons to retract before others extend, as to prevent a jam made by trying to push an extended piston.

    On
    Off
    In words what it is, Input is split with an inverted and non inverted path. Both of those paths are split again in to an inverted and non inverted, creating 2 inverted, 2 non inverted paths. Place delays on the second inverted paths to adjust the off time. Rig both of the inverted to one AND gate and the non inverted paths to another AND gate.
    When the input toggles, one path will turn off its AND gate before the other turns its own on, making both outputs be off for a short time.

    I swear I suck at explaining stuff. Yay pictures!
    Quote Originally Posted by Henry Ford
    Thinking is the hardest work there is, which is probably why few engage in it.
    This explains a lot.

  17. #177
    Herald of the Titans LocNess's Avatar
    Join Date
    Oct 2011
    Location
    Indiana, United States
    Posts
    2,927
    Been working on this village, Alico, since 1.3 was up. My first actual dive into using redstone as well as making things that are aesthetically pleasing. The castle to the left is the largest project I ever done, taking a total of 4.5 hours. There was a giant starting wood house where the cobble bay is now, which I started building the village around, but I just burned it down to fill in the bay and decorate that up. The tall tower in the middle has a button on it that plays that grandfather clock noise too ^_^.



    Really wish there was a mountain at the spawn though, but oh well

  18. #178
    youtube.com/watch?v=3DwwlrMhwoE

    Quarantine - A Minecraft Movie/Series - Episode one

    Plot:
    Captain Bruno Santiago and his crew crashed near a mysterious Island, during the crash the captain passed out and awakened to find an empty ship, he sets off in a raft to the Island to look for the crew, he shortly becomes aware that the Island isn't what it seems, things don't all add up, until he meets the "Doc". Bruno shortly discovers that there was a tragic accident, where a leathel plaque was released onto the island which allowed "mind control" people.

    This story is a Zombie/Thriller movie series, written by myself (Slakkerz) and Jordan (Zakkiie)

    This is my first attempt at making a Movie/Series in any game, so please be kind and leave decent constructive critism.
    I look forward to reading the comments and will work on producing the second episode.

  19. #179
    LOAD"*",8,1 Fuzzzie's Avatar
    Join Date
    Nov 2008
    Location
    Legion of Doom Headquarters
    Posts
    20,253
    My Redpower 2 Frame Quarry. Mods used include Redpower 2, Enderchests, Wireless Redstone CBE and Additional Pipes (for teleport tethers)

    http://i.imgur.com/CPrfy.png
    http://i.imgur.com/1BhOM.png
    http://i.imgur.com/LOgrf.jpg
    http://i.imgur.com/Bqo6M.png
    http://i.imgur.com/Uc9XM.png
    http://i.imgur.com/ybtRe.png

  20. #180
    Field Marshal
    Join Date
    Mar 2009
    Location
    Netherlands
    Posts
    54
    Well hello everyone!
    I have decided to start my very own Tekkit Let's Play series, playing on a Skyblock map!
    Playing the hard version of the map, and playing on hard difficulty, I'm hoping to get this series as fun as possible for everyone to watch!

    It is my first video ever, so please bare with me!
    Any bit of feedback is very much appriciated, both good and bad! So please leave a comment in this thread or in the youtube comments!

    Credit to the mapmaker: http://www.minecraftforum.net/topic....doras-box-wip/

    Episode 1



    Episode 2 is up.
    This episode I dive into the realm of failure!
    Please enjoy


    Episode 3 is up!
    Featuring flying mobs. And I venture into the Nether!
    Hope you enjoy!
    Last edited by Whooptidoo; 2012-10-13 at 02:42 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •