CTA Future Planning

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A separate CTA page...

New ideas

  • I've built a proposal for a new spawn station near the south border. Warp to "applestore" and go south a few hundred blocks, and it's on your right. Coords is roughly x2500, z0. Mozzadella 13:56, 25 March 2011 (CDT)
  • Perhaps run some special non-cardinal lines through mountains and the like? Entirely underground is boring. Pink line on revision 11 was cool when it ran through the mountains.
  • I've written a plugin that is similar to MM: gold blocks act as boosters. Depending on the amount of lag (hopefully small), perhaps this could be installed? Mozzadella 13:56, 25 March 2011 (CDT)
  • CTA Should reconsider "express" lines. They are useful for pre-planning of future areas, but if we keep with the 6,000x6,000 maps, we may end up resetting due to updates and bukkit before people actually start really building on the borders. Going back to all 5x3 would mean easier digs. Just a thought.
    • Umm, if we're going for saving digging time, how about reducing to 3x3 with boosters in the walls? Epsy 13:58, 23 March 2011 (CDT)
      • I agree, it may be uglier but it'll take magnitudes of time less. DemanRisu 02:02, 27 March 2011 (CDT)
        • I think that the 3x3 idea is good for branch lines (orange, cyan etc.) but i do not think we should abandon the express lines. they are useful for getting to very distant stations. Also we want the 4 main lines to be special in some way. Just my 2 cents. --scialex 21:51, 29 March 2011 (CDT)
  • For Map 13 - Most of these recommendations can stay and still be put into play. The 4 cardinal directions should continue to be in place a la their current layout (North=Yellow, etc) and lines can branch from there.
    • How about having the lines go up to end up right below the road past a certain point, say 1000 blocks from spawn? Epsy 13:58, 23 March 2011 (CDT)
      • Decided on ascending from X or Z=+-700 to reach the surface. Tracks will go over the road, design TBD. Epsy 18:52, 31 March 2011 (CDT)
  • Having to stop and restart the minecart every station is tedious. My idea is that the minecarts slow down when they enter the station. The minecart will then pass the platform slowly, and get boosted again once it has passed the platform. The user won't have to restart the minecart all the time, but it is still possible to stop at stations relatively easily. Not sure if it is technically possible though. MigoMipo 14:49, 28 March 2011 (CDT)
    • I built a concept station at coordinates (X:-577 Z: -1085). It uses a jump to slow down the minecart to walking speed when passing the station platform. It works really well when I tested it. If the solution works reliably, it would remove the need for stop-and-restart at stations, and possibly make the express lines unnecessary. It doesn't require any redstone. MigoMipo 04:20, 29 March 2011 (CDT)
      • Seems like a cool idea. only reservation i have is that if someone does not destroy their cart then the entire system fails. --scialex 21:51, 29 March 2011 (CDT)
        • Well, if someone leaves the minecart on the track, you would of course have to remove and restart, but it still wouldn't be worse that the current system. [1] is an illustration of how it would look. MigoMipo 10:06, 1 April 2011 (CDT)

Fixing old problems

  • Revert back to the lighted design for stations. The redstone torches may be causing lag too.
    • Perhaps switch back to this design (with some modifications)? CTA Standards
  • Have the switches for the status lights next to the actual lights, to reduce lag.
  • The spawn was built far too fast, and it became extraordinarily confusing to find your way. Something should be put in place to allow people to expand more quickly.
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