UPDATED DESIGN: ua-cam.com/video/khJnqEJ351E/v-deo.html T-JUNCTION: ua-cam.com/video/Ps5XlQXKrfo/v-deo.html Also, Something I didn't specify well enough in the video is that this wasn't designed by just me! This was a group collab with my friends Xyphon and FazedMC!!! My apologies for not including their names in the video!!! Part 2 will give them the love they deserve!
I'm a signalling technician on the railway in real life and I'd love a minecart update so much to include some more signalling capabilities as part of an overall update.
Same I would love a minecart update and maybe if we could make the furnaces minecarts have more functions we can connect it to a slime block and make our own trains lol
ive seen a similar design, but the tickets were entered at each station - involving a comm line to run with the rail and encoders and decoders at every station and roundabout. That not only made for a much more complex and bulky build, but also completely excluded bedrock players and even most of the Java players (who are generally intimidated by such intricate redstone circuits.) But this is something everyone can build (aside from the QC torch which can easily just be lowered by a block to work for bedrock.) Also, the fact that you've not just given a basic build tutorial, but have taken the time to explain the simplicity of each mechanic with a why and how they work together I feel would make this much less scary to most non-redstoners. Well done. Very well done!
What I absolutely love about this design, is the fact that, if you want to travel with loads of friends, you can! Thanks to the reset function using a "battery" which is recharged every time a minecart travels over the detector rail! Just genius!
@@0vercrafted I was thinking about how you could make it a freight route, but that would only be possible if you'd use locked hopper minecarts. Maybe a fun station to build and incorporate into this system?
@@0vercrafted Now you've said it, the hoppers only suck out items that are the same. Stupid me lol! What I thought, was that any items would get pulled out of the carts. XD
For bedrock: 1. No piston required for the reset line, just redstone straight to the target blocks 2. Left and straight work but right was inconsistent for me, it would work like 3/10 times testing but its more complicated to build anyways so just stick with left and straight
This is the first of your videos, I've watched and I find there are not many search results that address ticket based rail automation. I've been dreaming about an automated rail system for years, but I've not yet tried to implement it. The round-a-bout is such a simple solution for direction changes. I guess it didn't think to do it because I live in a country that doesn't use them IRL, for some reason. I'll be using the round-a-bout concept for my solution for sure. Thank you for the inspiration and the push to begin working on turning my dream into a Minecraft reality! Subscribers + 1!
1:51 weird. This is a rare Bedrock advantage. On Bedrock, even when four rails intersect, the rail in the middle of it can still switch. it allows me to make crossings and two-way intersections without having to bother with roundabouts/loop solutions
This is an interesting video -- I have been experimenting for a while in my own technical server on an automatic rail item transport system. There arent many videos explaining how to set up proper rail systems and many people get it wrong. I used a totally different approach. The system we implemented is mostly designed for short range transport from various farms to sorters, but it does include sending minecarts out of loaded chunks. In general, our system operates on the principle of continuous circulation. The system is basically one big loop, with smaller bypass loops. Carts continuously circulate all the time. Along the line there are various offshoots that lead to item loading terminals, but instead of working via a ticket system, carts enter each station when that station is empty (i.e. first come first serve). For each station there is a switch that closes off the offshoot line after a cart has entered said line, preventing multiple carts from all going down the same line and ensuring even distribution to each farm. Once the cart has been loaded it is sent back on a return line -- as it passes out of the terminal it flips the switch back to the open position. Carts that are full of items are sent back to an unloading station, which is basically a series of switches -- full carts pass into the first open unloading terminal they pass and it closes behind them. Once the cart is unloaded it is ejected and the terminal re-opens. There are also de-stackers on the line that break up minecarts that have merged into one another. This is important because collisions between minecarts cause reliability issues at certain junctions on the system. When minecarts pass out of loaded chunks they are typically on large "roller coaster" style tracks, so that even if the momentum is erased by being unloaded, they start rolling downhill once the chunk is re-loaded. This is sufficient for use because the cart system connects areas that are close by to one another. This is an oversimplification -- over time the design has been refined and what started as a neat but somewhat unreliable and clunky system has become very robust. Multiple variants of each system are employed. For example we have collection terminals that simply swap a full cart for an empty one, some use daylight detectors to randomly push carts. Different strategies are employed to prevent the carts ever getting stuck. Our system actually connects multiple farms and storage areas together with semi-isolated sub loops which are connected but have different delivery points. We use the system to move items into a massive smelter array. An isolated sub system connects outlying farm areas to our main storage through nether portals. The system interfaces with our main storage at multiple sites around the base, allowing us to easily clear out our inventory and reliably send items back into storage. We have another system that distributes shulkers to the farms for loading items. Carts on the main system are sent out through a long series of switches, eventually, if they get to the very end and have not encountered any open terminals they get broken and re-collected. This means that our system naturally controls how many carts are on the line at any given time, so there is usually just enough for each terminal to be serviced. I guess the main difference between my system and the one in this video is that in my system the carts are totally interchangeable and carry no information about where to go. Instead the track is the thing that distributes carts to the right place. The system ended up being super robust and it can move a shitload of items totally automatically. I hate to be an asshole or say our system is better, but it actually a more elegant solution if what you want is to collect items from farms or move items into storage. The player does not need to do anything if the system is on, and carts will just find there way to the right place, collect items, and be unloaded. It took a lot of trial and error but in the end we have a system that works fairly reliably and even when there are problems it usually "fails safe".
Sounds like a cool system that Utilises alot of interesting concepts. Our systems primary focus is long distance travel and data transfer. redstone lines are just super inconvenient for long distance travel. For short distance they work great and are usually my go to for any train yard style area. The tickets are super handy for giving instructions. Rather than having a bunch of redstone lines that can get tangled we instead can make tickets that can individually instruct different parts of our machines. I'm doing some work on storage tech using it. I'll have to take a look at some of the concepts you've mentioned. Some could definitely come in handy
This system isn't designed to deal with farms, what you describe is the obvious solution for resource gathering in a central area. This is mostly a solution for long distance travel spanning thousands of blocks
I spent some time and improved the design of the intersection. I made some minor changes to how stuff is wired but the biggest change I made was in the center. Instead of using 2 lines to tell the center which rails to flip I only used one line and signal strength. So the 2 comparator outputs from the droppers have different strengths and combine into one wire and then connect to the middle. The middle uses a little glass to make it one-way so the signal can't travel backward as well. I'd be happy to send you a world download if you'd want to see it or include it in a video.
I used a repeater to make the strength of 1 to go to 15 and then used a comparator on subtract mode right after to decrease it down just enough so that I wouldn’t trigger the second rail section.
this is so detailed and well thought out. I understand it wasn't just you but I'm impressed with the level of communication expressed throughout this video.
Could there be a way to return used tickets to their original starting locations or possibly to their destination designations? I’m excited for part two.
In small scale systems you could possibly return tickets to their starting locations. But in larger routes that span hundreds of blocks you'd run into chunk loading issues in trying to send them back. Our initial concept did use reusable tickets. The tickets would be returned to the minecart after being read. The issue was that minecarts were too fast and too inconsistent to time with redstone that trying to make a return system was more hassle than it was worth. I do think the biggest flaw with the system is the ticket collection, it is the only part that isn't 100% automatic which does slightly bug me, but as of yet we haven't figured out any way of working around it.
@@DrawnbyCC Collecting the tickets as players pass over then dispensing them out to the next player who passes that junction wouldn't quite be automatic and would be problematic if they had a full inventory, but is an interesting concept none the less.
Ethoslab did the ticket thing years ago but he gave up on it when he left that area of his lets play he thought a solution would be to send tickets back via water stream when players returned to start@@DrawnbyCC
You could presumably use water channels to send the tickets back to their base location. It’d take awhile since they’d only be able to travel while loaded, but they should get back to their place eventually
@@DrawnbyCC Maybe it could use nether portals to send tickets wherever? I never used anything like that, but I think it should be possible to link two portals, shoot a ticket through one (which should load a nether chunk), collect it in the nether and shoot it through another portal (within one chunk - that should load destination Overworld chunk) and store it in central location (to keep it simple... I guess it could work for different locations based on ticket name, but yeah :D).
This is an awesome idea I will be taking this for my 1.8.9 survival world. with no game changing elytra I will be focusing on minecarts and this would be so cool to have 👍
Awesome - one thing it highlights more than anything is the need for a rework by Mojang of railways. Far too complicated for your average player to work out.
minecarts are a under rated mechanic, i use a complicated network in my world to power my kingdom with duped carpets that come from far away because of the noise
The Idea with the tickets is good. I was thinking of running (several) redstone lines below my mincart track and that way transmit a signal of where to go, but in bedrock (where I am playing) it isn't that easy to do as there are no instant redstone lines, no chance to load chunks where no player is close etc. The idea of the tickets might be an interesting alternative. I'll think about it. Until now I was like have a book with all destinations in a lectern, whatever destination you set it to, read that with a comparator, translate the signalstrength into a 4 bit digital signal and than have 4 redstone lines below. The benefit is, that I don't need to restock stations with tickets or things like that, the downside is more complex redstone. Your system could make it easier. The only thing that I dislike a little is that the tickets are kinda lost in transit. Got no time to go to junctions and get tickets. gonna think about that a moment. Maybe if I slow the carts down enough in the junction I can redespense the ticket into the cart, but I'd have to try and check if I can do that fast enough.
Our original design returned the tickets, but we decided it was an ugly solution so we decided its best just to ignore it, considering its only one bit of paper and easily farmed. But its definitely possible, it was working in our first prototype
@@0vercrafted I have already created a system that returns the tickets, the downside is, that the redstone can't all be underground... If there was some way around the chunkloading and simulation distance issues in bedrock, if I could somehow make redstone work over bigger distances, I wouldn't use the tickets... I'm experimenting as well with chestminecarts running on underground paralel rails so that the put it back into the cart stuff isn't visible but than it get's more difficult to sync the speed of both minecarts and make sure I never get chest minecarts stuck somewhere underground without good access... Not sure yet which way I want to go. I have other projects first like a general wood farm (including mangrove) with wither breakers for the logs, that will take some time as well. In the mean time I'll experiment a little in creative to find which design works best for me in survival.
I love this design! People have already solved it for bedrock but I noticed it isn't exactly modular (if you had to cross two railway junctions you'd need to use multiple tickets which have to be unique
Yeah I should have clarified this better in this video. I mention it in my second rail video. Basically each roundabout needs to have their own unique set of tickets to avoid any overlap and tickets being read by the wrong junction
Just randomly came across this... I was trying to build a system like this a while ago and couldn't get it working, and also my redstone was massive because my restone knowledge is way out of date. Might have to give it another go with your tutorial. :D I really wish they would update minecarts. They are a severely neglected feature, but an absolutely core part of Minecraft for a lot of older players.
A couple of questions: 1) if I use a cart from side a to c and I use ticket c the rail changes from b to go to c but then if I want to go back to b from side a my rail doesn't change directly to b but keeps going to c 2) my items from my drops drop down to the dropper below but stays there and have followed everything as your video showed it
It's impressive and looks good but personally i'd use the ticket system without roundabouts, and an automated system that dispenses the exact combination of L/R turns into the chest minecart. Additionally I'd have an automated system to return used tickets to the nearest train station.
I made something similar once but decided with the more simpler piston push method. Less redstone less ways to fuck it up. The piston method just requires you to hit a button in time so tou can't afk on the line
This is a really cool system! I struggle with rails but I had a ton of lightbulb moments watching this! What does the ticketing system look like on your server? Is it entirely manual or do you have an automated system?
You could make the default direction always back to a central station and have it send all the tickets there? Might make each roundabout significantly larger though, but I was trying to design a rail system and I never got past managing the "tickets" but I used a similar system.
We've specifically programmed default directions to prioritise common routes to minimise ticket use - and we're not too concerned about ticket collection, though we do have a solution
hmm. i also designed a minecart system once. this here is a lot simpler, but its also not as capable id say. the core of my design is: -it can only handle T junctions -the key-cart has its own lane below the player lane -the key is read out and put back into the (never stopping) cart via an instant dropper line, so you only need one key (and its scalable: you can simply add a second key for major junctions) -it allows for unguided travel: by default you turn right, you can flip it by punching one of many noteblocks at the junction and i was working on optimizing and improving it, but people stopped playing and the server went silent... i had some wild ideas... the main problem with this design is, that at larger scales the players have to "program" the route themselves. this just doesnt work with stupid people, thats why i like to automize everything i can. (when i first played minecraft it was on a public server, so one of the first things i learned about redstone was how to make it grian-proof)
- We handle t-junctions too - Own lane makes it more expensive and then might as well just use an encoded redstone wire - We had a single ticket cart too, and changed it because you'd need a filter for that ticket at every single roundabout, we also had returning tickets but decided it wasn't necessary - Punching noteblocks is not AFK friendly - Programming the route isn't necessary with a system I've developed that's shown in the second video
Love it! I don't know what you had planned for part 2, buttwo things I wonder about are: 1. Starting your minecart and the chest minecart, but also how to build the end of the rail way. 2. How would the redstone wireing be for a two-way railway with 3 ways instead of 4?
So i am in bedrock edition, the piston in 6:12 doesn't work because the redstone dont pass through, but i simply replaced the piston and the block for a normal redstone and it works. But theres one that i can't get to work, the 14:58 one, even if i put a redstone under the torch somehow a redstone signal still passes through the falling block and i don't know what to do, i thing the piston isn't fast enough, someone knows what to do?? Maybe its because I'm in a realms and cause some lag?
ok question: say I need to go through 3 junctions to get to my iron farm, for example I need to - Go straight through the first one - Go straight through the second one - and take a right turn at the last one Then the chest minecart would have the following items A,A,B (lets say A is the direction of straight and ABCD goes in clockwise order) What is stopping the hoppers at the first junction taking the B item? Or am I misunderstanding something? How I understand the usage of the system is that it is bidirectional and that you can go from any station to any other station using the same system of tickets (for easier destination programming) (say, the tickets are named North East South West, and each ticket will send you to the corresponding direction when you come through the junction)
Yeah this I something I should have gone into in this video. Youre completely right that the tickets would be taken by the wrong junction. I'll cover it in my next video properly, but the basic idea is that every junction would have a different set of tickets. Say, for example, one would have ABCD, the next would have EFGH. There are some other more efficient methods, that i will cover but just making each junction use a different set of tickets is a surefire way of dealing with it.
@@DrawnbyCC inbetween writing the original comment I have designed and implemented a junction that only uses four different items regardless of how many junctions there are Basically how I did it is every time a minecart enters a junction, from any direction, 1 item will always be pulled from it. While the item is being sorted to figure out which direction to go, the chest minecart and the passenger minecart goes in a circle for at most 3 revolutions (bad if you want more than 1 person going through) via literally piping the item into a loop of hoppers and whichever filter picks it up it redirects them there Is there a better way to implement this idea that makes it so you so you dont do any revolution?
you would need to rename the junctions. ABCD EFGH IJKL and so on. or numbers, or a even just the cardinal directon per junction (north south east west) so N1 N2 E3
You could also just have names for each of the routes leaving a roundabout, and put those names on the tickets. Nothing magic about single-letter ticket names.
I really wish minecarts moved faster then they currently do, or if there was an alternative that could move faster. I’d love to use them but I hate how slow they are compared to ice jumping, elytra, or the nether
This is very similar to the design from CobblestoneAndDirt a few years back... you should check out his channel, he had some absolutely _insane_ designs for automatic railway networks.
Have you seen the video Maizuma Games created 3 years ago? The video is called "A great 4-way/3-way minecart intersection system". It's similar to what you built.
I'll have to take a look. Edit: I just had a quick look, and visually, it's pretty similar, but functionally, it is quite different. He uses comparators in some pretty interesting methods. They're a little above my know-how, but it has me inspired to take a crack at it and learn. Thanks for telling me about it!
So, Im curious about how could u make the default line to be the line Im already in Imagine, in some kind server, probably like an RP, were u needed to buy a ticket, if u don't do that, you are sended back
@@DrawnbyCC I know it's possible But making it the default state with this little space is not that easy, since the default state would Turn off a torch further more here than the cases u showed, and I would also need to get a 3rd item filter
yea that was my issue too. The original design was much bulkier so it was way easier to include. But when I managed to compact the design I couldn't get it working consistently so decided to remove it. I'm not sure it's possible in this form factor without slowing down the carts on entry somehow@@miranhaespada1381
This may seem like a stupid question, but how do you keep the player minecart and chest minecart moving at the same speed? When I try it I end up running into the chest minecart and then going the other way.
@matthewkendrick8280 at a station I'll usually send minecarts off with a 4 tick delay between each. Then I'll usually have at most 9 regular rails to 3 powered rails. Unless there is a turn where I will put powered rails going into it. With that I haven't had many issues
The issue is that minecart speed is pretty finicky to work with. We tried a bunch of different ways of getting consistently slow speed that doesn't break a train of carts but the only way we found was using waterlogged tracks and even then it wasn't consistent. If any of yall can find a way that'd be great though!!
@@DrawnbyCC A way to get constant speed is if you drop the minecart a few blocks strait down and have them accelerating anew. That way you can have a simple item filter and a dropper pushing the ticket back into the minecart. No way to make that look good though.
@@CryingShower We were aware of this but decided against it as it defeats the whole point in our system in the first place - to be aesthetically pleasing. This is the same reason why opted to not waterlog rails to slow them down to return the tickets (our original design)
1:50 what ? Years ago, in of my many in cerative mode projects, i made a track intersection. Just płace the lever under the intersection and it should will work at least In Mobile version that how it work’s 😅.
Can u make a more simple one? This is going over my head! I just want to make an automated switch with one track instead of going straight or turn right... before my cart gets there!
what about a completely different system? iean, isn't it tedious to get those tickets and chest carts back into place again after every single travel? what about a controller in the middle of the system, set up by button signals from within each station? the downside would be, that it would add a lot of signalling per new station and it would be eventually slow for very long signals.. yea, i still think there's a better
The old design for the roundabout used to have a U-turn functionality but in compacting I decided to remove it as it wasn't always useful, but I would like to try and set one up again
I see issues with lets say 2 passengers using the same intersection at the same time, but there is really not much you can do about that. Cool contraption nontheless
You can actually make U turns with the current design, just add in some extra redstone lines, might show that in future video. Theoretically you could put filters inside of the roundabout but it'd make the footprint of the rails much larger which is something we tried to avoid
@@DrawnbyCC yes but it'd also reduce the amount of components per intersection by alot. I managed to get the total to 8 hoppers, 4 comparators and 12 repeaters for a working 4 way intersection
I think I saw quazy connectivity used at least once? It was when redirecting cart to D when no ticket. So that wouldn't work. Other than that I think it might work. Try in creative;)
Yeah you can! My primary use for the rail system is bulk item transport. As long as all the item filters are set up correctly they should only ever take tickets!
I would love to recreate this as a next big project on our server but I'm just curious if this system works well with successive minecarts but different destinations. Because in your demo you had multiple minecarts but they all went the same direction. can the system keep up with multiple changes in tracks? or is there a certain timeframe to ride the next cart? thanks!
The system is intentionally designed with a lot of leniency for carts. It takes a while to reset, but it shouldn't be too hard to make it a lot tighter. The system currently takes about 4-5 seconds to reset after the final minecart in a train. But that is intentionally longer than it has to be
Yes. But you'd have to do 1728 journeys to fill up a barrel. We just go around all the roundabouts and clear out the excess tickets to reuse them elsewhere or you could just dispense and burn if you don't mind destroying em.
Hello there what a fantastic idea and a great video. I play on ps3 mincraft (legacy edition) and it doesn’t have target blocks can I still make this or not. Any help much appreciated Matthew
Thank you for this video!! I do have a doubt... How do I make a series of Junctions work? For example, I have like 10 stations besides the main spawn station. From spawn station there is a junction, for station 1,2,3 we go left, for stations 4,5,6 go straight, for stations 7,8,9 go right... then after suppose we go straight, we meet another junction, where for station 4, go left, for station 5, go straight, for station 6, go right... how do I do it? I hope I am clear with my wording sorry if I am not able to explain it well
If I understand you correctly, then I think I will answer your question in my next part. But to give a basic explanation: You'll want each junction to have a different set of tickets to avoid any double ups. For the sake of clarity, we will name rails with 1 2 3 but stations with a b c. You'd make a route to each station by just following the directions you would need to get there. For example, your first roundabout would have 1 2 3 4 as tickets. Then your next roundabout would have 5 6 7 8 as tickets. So to make a route, all you would need is to put in, say, tickets 2 and 7 to go the direction you want. Then, just have a station ticket either on the route or on another junction
UPDATED DESIGN: ua-cam.com/video/khJnqEJ351E/v-deo.html
T-JUNCTION: ua-cam.com/video/Ps5XlQXKrfo/v-deo.html
Also, Something I didn't specify well enough in the video is that this wasn't designed by just me! This was a group collab with my friends Xyphon and FazedMC!!!
My apologies for not including their names in the video!!! Part 2 will give them the love they deserve!
Years back, I tried to make a system like this, but never finished it.. It's nice to see someone else did!
The UA-cam links to the other designers in the description aren't working.
@@lajawi. weird, sure they worked for me earlier. Will get that fixed up
Can we get a world down load of your demonstration area?
I'm a signalling technician on the railway in real life and I'd love a minecart update so much to include some more signalling capabilities as part of an overall update.
I'd love to see an update to minecarts. There a bunch of issues and oddities about them that make it inaccessible to the average player
youd love the Create mod
Same I would love a minecart update and maybe if we could make the furnaces minecarts have more functions we can connect it to a slime block and make our own trains lol
all we need is for them to be faster
@@BooleanDevor Ra- well Railcraft is a bit complicated
This is amazing, glad people still exist that actually care about Minecarts as a system
I love seeing stuff like this. Mine carts just feel more immersive.
the most fun way of transportation. you can decorate the scenery and adding some minigame along the track.
ive seen a similar design, but the tickets were entered at each station - involving a comm line to run with the rail and encoders and decoders at every station and roundabout. That not only made for a much more complex and bulky build, but also completely excluded bedrock players and even most of the Java players (who are generally intimidated by such intricate redstone circuits.)
But this is something everyone can build (aside from the QC torch which can easily just be lowered by a block to work for bedrock.) Also, the fact that you've not just given a basic build tutorial, but have taken the time to explain the simplicity of each mechanic with a why and how they work together I feel would make this much less scary to most non-redstoners. Well done. Very well done!
The goal of the video was definitely to make it as accessible as possible.
Glad I succeeded!
What is the QC torch you're referencing?
@@ld_raine4247 at 14:50 he uses Quasi-Connectivity to power the sticky piston at the bottom.
What I absolutely love about this design, is the fact that, if you want to travel with loads of friends, you can! Thanks to the reset function using a "battery" which is recharged every time a minecart travels over the detector rail! Just genius!
Thanks! That was one of my contributions!
@@0vercrafted I was thinking about how you could make it a freight route, but that would only be possible if you'd use locked hopper minecarts. Maybe a fun station to build and incorporate into this system?
@@lajawi. What do you mean exactly? Sorry I'm not sure I'm following. The system does allow you to transport resources in bulk if that's what you mean
@@0vercrafted Now you've said it, the hoppers only suck out items that are the same. Stupid me lol! What I thought, was that any items would get pulled out of the carts. XD
@@lajawi. I'm not quite sure what you're going for, but an empty hopper will pull out any items it can.
For bedrock:
1. No piston required for the reset line, just redstone straight to the target blocks
2. Left and straight work but right was inconsistent for me, it would work like 3/10 times testing but its more complicated to build anyways so just stick with left and straight
Years back, I tried to make a system like this, but never finished it.. It's nice to see someone else did!
This is the first of your videos, I've watched and I find there are not many search results that address ticket based rail automation. I've been dreaming about an automated rail system for years, but I've not yet tried to implement it. The round-a-bout is such a simple solution for direction changes. I guess it didn't think to do it because I live in a country that doesn't use them IRL, for some reason. I'll be using the round-a-bout concept for my solution for sure. Thank you for the inspiration and the push to begin working on turning my dream into a Minecraft reality! Subscribers + 1!
Thankyou so much for the support!
I can't go for a walk without seeing at least 4 roundabouts where I live so they're always on my mind lol
I came up with this concept years ago, glad we finally worked on it
1:51 weird. This is a rare Bedrock advantage. On Bedrock, even when four rails intersect, the rail in the middle of it can still switch. it allows me to make crossings and two-way intersections without having to bother with roundabouts/loop solutions
Interesting. I wonder which version has the bug lol
@@DrawnbyCC either way, I'm hoping it doesn't change -- would mess up my creative city and its subway network big time 😅
15:00 Ah yes good old Minecraft quasi-connectivity, gotta love it =)
This is an interesting video -- I have been experimenting for a while in my own technical server on an automatic rail item transport system. There arent many videos explaining how to set up proper rail systems and many people get it wrong.
I used a totally different approach. The system we implemented is mostly designed for short range transport from various farms to sorters, but it does include sending minecarts out of loaded chunks.
In general, our system operates on the principle of continuous circulation. The system is basically one big loop, with smaller bypass loops. Carts continuously circulate all the time. Along the line there are various offshoots that lead to item loading terminals, but instead of working via a ticket system, carts enter each station when that station is empty (i.e. first come first serve). For each station there is a switch that closes off the offshoot line after a cart has entered said line, preventing multiple carts from all going down the same line and ensuring even distribution to each farm. Once the cart has been loaded it is sent back on a return line -- as it passes out of the terminal it flips the switch back to the open position. Carts that are full of items are sent back to an unloading station, which is basically a series of switches -- full carts pass into the first open unloading terminal they pass and it closes behind them. Once the cart is unloaded it is ejected and the terminal re-opens. There are also de-stackers on the line that break up minecarts that have merged into one another. This is important because collisions between minecarts cause reliability issues at certain junctions on the system. When minecarts pass out of loaded chunks they are typically on large "roller coaster" style tracks, so that even if the momentum is erased by being unloaded, they start rolling downhill once the chunk is re-loaded. This is sufficient for use because the cart system connects areas that are close by to one another.
This is an oversimplification -- over time the design has been refined and what started as a neat but somewhat unreliable and clunky system has become very robust. Multiple variants of each system are employed. For example we have collection terminals that simply swap a full cart for an empty one, some use daylight detectors to randomly push carts. Different strategies are employed to prevent the carts ever getting stuck. Our system actually connects multiple farms and storage areas together with semi-isolated sub loops which are connected but have different delivery points. We use the system to move items into a massive smelter array. An isolated sub system connects outlying farm areas to our main storage through nether portals. The system interfaces with our main storage at multiple sites around the base, allowing us to easily clear out our inventory and reliably send items back into storage. We have another system that distributes shulkers to the farms for loading items. Carts on the main system are sent out through a long series of switches, eventually, if they get to the very end and have not encountered any open terminals they get broken and re-collected. This means that our system naturally controls how many carts are on the line at any given time, so there is usually just enough for each terminal to be serviced.
I guess the main difference between my system and the one in this video is that in my system the carts are totally interchangeable and carry no information about where to go. Instead the track is the thing that distributes carts to the right place. The system ended up being super robust and it can move a shitload of items totally automatically. I hate to be an asshole or say our system is better, but it actually a more elegant solution if what you want is to collect items from farms or move items into storage. The player does not need to do anything if the system is on, and carts will just find there way to the right place, collect items, and be unloaded. It took a lot of trial and error but in the end we have a system that works fairly reliably and even when there are problems it usually "fails safe".
Sounds like a cool system that Utilises alot of interesting concepts.
Our systems primary focus is long distance travel and data transfer. redstone lines are just super inconvenient for long distance travel.
For short distance they work great and are usually my go to for any train yard style area.
The tickets are super handy for giving instructions. Rather than having a bunch of redstone lines that can get tangled we instead can make tickets that can individually instruct different parts of our machines. I'm doing some work on storage tech using it.
I'll have to take a look at some of the concepts you've mentioned. Some could definitely come in handy
This system isn't designed to deal with farms, what you describe is the obvious solution for resource gathering in a central area. This is mostly a solution for long distance travel spanning thousands of blocks
I spent some time and improved the design of the intersection. I made some minor changes to how stuff is wired but the biggest change I made was in the center. Instead of using 2 lines to tell the center which rails to flip I only used one line and signal strength. So the 2 comparator outputs from the droppers have different strengths and combine into one wire and then connect to the middle. The middle uses a little glass to make it one-way so the signal can't travel backward as well. I'd be happy to send you a world download if you'd want to see it or include it in a video.
How did you adjust the signal strengths?
I used a repeater to make the strength of 1 to go to 15 and then used a comparator on subtract mode right after to decrease it down just enough so that I wouldn’t trigger the second rail section.
@@magictoesguy3816 could you send me a screenshot on twitter cause I'm struggling to visualise it.
Nice optimisation! Would love to see it
@@DrawnbyCC I'm not too familiar with Twitter but it says I can't message you. My username on Twitter is the same here without the numbers
I love this. Rails are underutilized and I was planning on making something like this myself!
this is so detailed and well thought out. I understand it wasn't just you but I'm impressed with the level of communication expressed throughout this video.
thankyou so much! That is so kind
Good stuff, always looking for the state of the art in minecraft rail design
I've always said: two wrongs may not make a right, but three lefts will! 🤣
Wauw Amazing!!! ive had some tries in the past but never really gave it a real shot. very cool to see how you made this!!
Thanks!
It took many different attempts to reach the design we have now!
My favorite Minecraft tutoiral Ive seen in quite some time. Awesome! Shockingly simple, yet Id never figure this out on my own lol.
Well done going to take this design to my modded survival for my long range item railway!
That's awesome!
Bedrock gamers it works
Fantastic news!! I'm surprised honestly
Ya serious?!?!
Perfect timing
T-flip flops on Bedrock tends to be tricky.
@wolfprime512 you literally just saved my life, XD.
This is a brilliant design. It's actually really simple! Compared at least to other beasts I've seen lol
You should have seen the original design. Absolute monster
It took a lot of iteration, a whole year in fact, I'm very proud of where it is
Such an awesome redstone contraption!
This is awesome dude, once I get back on my computer, I'll try this out!
I'd love to see your progress on it! Fascinated to know how user friendly it is to people who didn't spend months designing it lol
Pretty lit dude. I'll definitely experiment with it in my creative world
Yo, I have not built this yet but it looks SOOO SICK! Great job, and congrats on 1,000 subscribers!🎉🎉
thankyou so much!!
@@DrawnbyCCNo problem! I am so happy it works on Bedrock Edition!
amazing tutorial. I'm a redstone noob with ambitions to build a railway system for my server. This video opened my eyes to the possibilities
@STUDIOBO that's awesome to here! I'm excited to see what you make!
I made a complicated button system 4way on a realm long ago, this looks cool!
I don't know what i would use it for, but this is neat to have in the old "impress your friends in SMP" pocket
That's an awesome system!
Could there be a way to return used tickets to their original starting locations or possibly to their destination designations? I’m excited for part two.
In small scale systems you could possibly return tickets to their starting locations. But in larger routes that span hundreds of blocks you'd run into chunk loading issues in trying to send them back.
Our initial concept did use reusable tickets. The tickets would be returned to the minecart after being read. The issue was that minecarts were too fast and too inconsistent to time with redstone that trying to make a return system was more hassle than it was worth.
I do think the biggest flaw with the system is the ticket collection, it is the only part that isn't 100% automatic which does slightly bug me, but as of yet we haven't figured out any way of working around it.
@@DrawnbyCC Collecting the tickets as players pass over then dispensing them out to the next player who passes that junction wouldn't quite be automatic and would be problematic if they had a full inventory, but is an interesting concept none the less.
Ethoslab did the ticket thing years ago but he gave up on it when he left that area of his lets play he thought a solution would be to send tickets back via water stream when players returned to start@@DrawnbyCC
You could presumably use water channels to send the tickets back to their base location. It’d take awhile since they’d only be able to travel while loaded, but they should get back to their place eventually
@@DrawnbyCC
Maybe it could use nether portals to send tickets wherever?
I never used anything like that, but I think it should be possible to link two portals, shoot a ticket through one (which should load a nether chunk), collect it in the nether and shoot it through another portal (within one chunk - that should load destination Overworld chunk) and store it in central location (to keep it simple... I guess it could work for different locations based on ticket name, but yeah :D).
This is an awesome idea I will be taking this for my 1.8.9 survival world. with no game changing elytra I will be focusing on minecarts and this would be so cool to have 👍
Really amazing, I now want to build this in a server, too! I also want to see clips of people using this system in your server.
We have made the glory of the roundabout in minecraft.
Omg I had been looking for something like this for years was resorting to getting gud at clicking the lever when getting to that point xD
There's a prestige from getting gud. This system will never take that away from you
@@DrawnbyCC You're, my good sir, a gentleman and scholar! To that I say bravo!
Doing my homework before MCCR by watching this playlist so I can understand the Rail Lore :D
@@eMe_peridot_hare important viewing!
Awesome - one thing it highlights more than anything is the need for a rework by Mojang of railways. Far too complicated for your average player to work out.
minecarts are a under rated mechanic, i use a complicated network in my world to power my kingdom with duped carpets that come from far away because of the noise
The Idea with the tickets is good. I was thinking of running (several) redstone lines below my mincart track and that way transmit a signal of where to go, but in bedrock (where I am playing) it isn't that easy to do as there are no instant redstone lines, no chance to load chunks where no player is close etc.
The idea of the tickets might be an interesting alternative. I'll think about it. Until now I was like have a book with all destinations in a lectern, whatever destination you set it to, read that with a comparator, translate the signalstrength into a 4 bit digital signal and than have 4 redstone lines below. The benefit is, that I don't need to restock stations with tickets or things like that, the downside is more complex redstone. Your system could make it easier. The only thing that I dislike a little is that the tickets are kinda lost in transit. Got no time to go to junctions and get tickets. gonna think about that a moment. Maybe if I slow the carts down enough in the junction I can redespense the ticket into the cart, but I'd have to try and check if I can do that fast enough.
Our original design returned the tickets, but we decided it was an ugly solution so we decided its best just to ignore it, considering its only one bit of paper and easily farmed. But its definitely possible, it was working in our first prototype
@@0vercrafted I have already created a system that returns the tickets, the downside is, that the redstone can't all be underground...
If there was some way around the chunkloading and simulation distance issues in bedrock, if I could somehow make redstone work over bigger distances, I wouldn't use the tickets...
I'm experimenting as well with chestminecarts running on underground paralel rails so that the put it back into the cart stuff isn't visible but than it get's more difficult to sync the speed of both minecarts and make sure I never get chest minecarts stuck somewhere underground without good access... Not sure yet which way I want to go. I have other projects first like a general wood farm (including mangrove) with wither breakers for the logs, that will take some time as well. In the mean time I'll experiment a little in creative to find which design works best for me in survival.
@@martinschlegel1823 We have a solution for collecting the tickets via minecart, though it isn't a priority at the moment. Will showcase when ready
Dunno if its just nostalgia for me but man I would really love to see a minecart update so badly, I always making railways in my saves
@@balazsserfozo5717 rails are so fun. They add so much character to a world
This is really neat. Love it!
I'd had a similar idea years ago and for some reason, I never thought to just use Multiple tickets instead of one
I love this design! People have already solved it for bedrock but I noticed it isn't exactly modular (if you had to cross two railway junctions you'd need to use multiple tickets which have to be unique
Yeah I should have clarified this better in this video. I mention it in my second rail video.
Basically each roundabout needs to have their own unique set of tickets to avoid any overlap and tickets being read by the wrong junction
Just randomly came across this... I was trying to build a system like this a while ago and couldn't get it working, and also my redstone was massive because my restone knowledge is way out of date. Might have to give it another go with your tutorial. :D
I really wish they would update minecarts. They are a severely neglected feature, but an absolutely core part of Minecraft for a lot of older players.
Yeah, minecarts have been super neglected. I just wish they were faster
A couple of questions:
1) if I use a cart from side a to c and I use ticket c the rail changes from b to go to c but then if I want to go back to b from side a my rail doesn't change directly to b but keeps going to c
2) my items from my drops drop down to the dropper below but stays there and have followed everything as your video showed it
İf it stays there check the Redstone signal. The hopper is "blocked"
It's impressive and looks good but personally i'd use the ticket system without roundabouts, and an automated system that dispenses the exact combination of L/R turns into the chest minecart. Additionally I'd have an automated system to return used tickets to the nearest train station.
Good effort guys.
I made something similar once but decided with the more simpler piston push method. Less redstone less ways to fuck it up. The piston method just requires you to hit a button in time so tou can't afk on the line
Roundabouts are the best.
Best video of redstone i ever seen !
This is a really cool system! I struggle with rails but I had a ton of lightbulb moments watching this! What does the ticketing system look like on your server? Is it entirely manual or do you have an automated system?
Its currently WIP but it will be fully automatic!
Ooo can't wait to see it!
wow i didnt know this could be done...
You could make the default direction always back to a central station and have it send all the tickets there? Might make each roundabout significantly larger though, but I was trying to design a rail system and I never got past managing the "tickets" but I used a similar system.
We've specifically programmed default directions to prioritise common routes to minimise ticket use - and we're not too concerned about ticket collection, though we do have a solution
Hola, you appear to have caught me, mid sauvamente
Do not look away, you witness a king
With your system « It's easy like ABC..(D) » 😊
hmm. i also designed a minecart system once. this here is a lot simpler, but its also not as capable id say. the core of my design is:
-it can only handle T junctions
-the key-cart has its own lane below the player lane
-the key is read out and put back into the (never stopping) cart via an instant dropper line, so you only need one key (and its scalable: you can simply add a second key for major junctions)
-it allows for unguided travel: by default you turn right, you can flip it by punching one of many noteblocks at the junction
and i was working on optimizing and improving it, but people stopped playing and the server went silent... i had some wild ideas...
the main problem with this design is, that at larger scales the players have to "program" the route themselves. this just doesnt work with stupid people, thats why i like to automize everything i can. (when i first played minecraft it was on a public server, so one of the first things i learned about redstone was how to make it grian-proof)
- We handle t-junctions too
- Own lane makes it more expensive and then might as well just use an encoded redstone wire
- We had a single ticket cart too, and changed it because you'd need a filter for that ticket at every single roundabout, we also had returning tickets but decided it wasn't necessary
- Punching noteblocks is not AFK friendly
- Programming the route isn't necessary with a system I've developed that's shown in the second video
I was planning on making something like this. Beat me to it.
this is so cool
Love it! I don't know what you had planned for part 2, buttwo things I wonder about are:
1. Starting your minecart and the chest minecart, but also how to build the end of the rail way.
2. How would the redstone wireing be for a two-way railway with 3 ways instead of 4?
Both already have solutions and are planned to covered in the next video!
man. we need trains in minecraft or maybe just a system that connects minecarts
So i am in bedrock edition, the piston in 6:12 doesn't work because the redstone dont pass through, but i simply replaced the piston and the block for a normal redstone and it works. But theres one that i can't get to work, the 14:58 one, even if i put a redstone under the torch somehow a redstone signal still passes through the falling block and i don't know what to do, i thing the piston isn't fast enough, someone knows what to do?? Maybe its because I'm in a realms and cause some lag?
The song at the beginning reminds me when Ganondorf was caught ,mid Suavemente~ 😂
it is the same song!
The rail system is also suavemente
4:30 Conjunction junction what's your function?
Hookin' up words and phrases and clauses
very well done video.
Used tickets do not filter into the barrels/Junction does not reset (I'm on bedrock)
broskie, why no comments?
ok question: say I need to go through 3 junctions to get to my iron farm, for example
I need to
- Go straight through the first one
- Go straight through the second one
- and take a right turn at the last one
Then the chest minecart would have the following items
A,A,B (lets say A is the direction of straight and ABCD goes in clockwise order)
What is stopping the hoppers at the first junction taking the B item?
Or am I misunderstanding something?
How I understand the usage of the system is that it is bidirectional and that you can go from any station to any other station using the same system of tickets (for easier destination programming) (say, the tickets are named North East South West, and each ticket will send you to the corresponding direction when you come through the junction)
Yeah this I something I should have gone into in this video. Youre completely right that the tickets would be taken by the wrong junction. I'll cover it in my next video properly, but the basic idea is that every junction would have a different set of tickets.
Say, for example, one would have ABCD, the next would have EFGH. There are some other more efficient methods, that i will cover but just making each junction use a different set of tickets is a surefire way of dealing with it.
@@DrawnbyCC inbetween writing the original comment I have designed and implemented a junction that only uses four different items regardless of how many junctions there are
Basically how I did it is every time a minecart enters a junction, from any direction, 1 item will always be pulled from it. While the item is being sorted to figure out which direction to go, the chest minecart and the passenger minecart goes in a circle for at most 3 revolutions (bad if you want more than 1 person going through) via literally piping the item into a loop of hoppers and whichever filter picks it up it redirects them there
Is there a better way to implement this idea that makes it so you so you dont do any revolution?
@Apersonl0l I think I understand what you mean. Let me do some testing and I will get back to you
you would need to rename the junctions. ABCD EFGH IJKL and so on. or numbers, or a even just the cardinal directon per junction (north south east west) so N1 N2 E3
You could also just have names for each of the routes leaving a roundabout, and put those names on the tickets. Nothing magic about single-letter ticket names.
I really wish minecarts moved faster then they currently do, or if there was an alternative that could move faster. I’d love to use them but I hate how slow they are compared to ice jumping, elytra, or the nether
I’ll try 😅I’m trying to make a railway that can switch without the need of a lever and id rather do all this then make 3 more railways
This is very similar to the design from CobblestoneAndDirt a few years back... you should check out his channel, he had some absolutely _insane_ designs for automatic railway networks.
I'll have to take a look! Thanks for the suggestion
Have you seen the video Maizuma Games created 3 years ago? The video is called "A great 4-way/3-way minecart intersection system". It's similar to what you built.
I'll have to take a look.
Edit: I just had a quick look, and visually, it's pretty similar, but functionally, it is quite different. He uses comparators in some pretty interesting methods. They're a little above my know-how, but it has me inspired to take a crack at it and learn. Thanks for telling me about it!
So, Im curious about how could u make the default line to be the line Im already in
Imagine, in some kind server, probably like an RP, were u needed to buy a ticket, if u don't do that, you are sended back
U turns are completely possible. All you need to do is activate the first, second and third track switcher.
@@DrawnbyCC I know it's possible
But making it the default state with this little space is not that easy, since the default state would Turn off a torch further more here than the cases u showed, and I would also need to get a 3rd item filter
yea that was my issue too. The original design was much bulkier so it was way easier to include. But when I managed to compact the design I couldn't get it working consistently so decided to remove it.
I'm not sure it's possible in this form factor without slowing down the carts on entry somehow@@miranhaespada1381
you should just download the create mod and use their trains at this point
This may seem like a stupid question, but how do you keep the player minecart and chest minecart moving at the same speed? When I try it I end up running into the chest minecart and then going the other way.
@@matthewkendrick8280 over how long of a distance?
Do they bump into each instantly.
Or after a long trip?
@@DrawnbyCC they will usually bump into each other after a few dozen meters
@@DrawnbyCC I believe it’s because the powered rails are spaced too far apart to keep the minecart at full speed. How do you space yours?
@matthewkendrick8280 at a station I'll usually send minecarts off with a 4 tick delay between each.
Then I'll usually have at most 9 regular rails to 3 powered rails. Unless there is a turn where I will put powered rails going into it.
With that I haven't had many issues
@@DrawnbyCC thanks a million. I was about to ask you if turns sap your momentum in Minecraft, but you went and answered that for me.
I would assume you could redirect the ticket back into the chest minecart somehow? So the user can keep the tickets they have.
The issue is that minecart speed is pretty finicky to work with. We tried a bunch of different ways of getting consistently slow speed that doesn't break a train of carts but the only way we found was using waterlogged tracks and even then it wasn't consistent.
If any of yall can find a way that'd be great though!!
@@DrawnbyCC A way to get constant speed is if you drop the minecart a few blocks strait down and have them accelerating anew. That way you can have a simple item filter and a dropper pushing the ticket back into the minecart. No way to make that look good though.
@@CryingShower We were aware of this but decided against it as it defeats the whole point in our system in the first place - to be aesthetically pleasing. This is the same reason why opted to not waterlog rails to slow them down to return the tickets (our original design)
Now do it in bedrock realm where simulation distance 4 chunks (64 blocks) and cannot be changed
Bugrock
Love it!
Can we if possible get the version where you drive on right instead of the left
What if you want someone without a ticket to back to the station?
Also I'll try to add this to one of my worlds.
1:50 what ?
Years ago, in of my many in cerative mode projects, i made a track intersection.
Just płace the lever under the intersection and it should will work
at least In Mobile version that how it work’s 😅.
Can u make a more simple one? This is going over my head! I just want to make an automated switch with one track instead of going straight or turn right... before my cart gets there!
what about a completely different system?
iean, isn't it tedious to get those tickets and chest carts back into place again after every single travel?
what about a controller in the middle of the system, set up by button signals from within each station?
the downside would be, that it would add a lot of signalling per new station and it would be eventually slow for very long signals..
yea, i still think there's a better
Check out my part 2. I address some of your concerns over there.
Great! Love that. But instead of that roundabout. İ would just manually flip levers😂 too lazy to build
oh this is genius
Can you make a fourth config that makes it so if you have no ticket you come from the way you came?
The old design for the roundabout used to have a U-turn functionality but in compacting I decided to remove it as it wasn't always useful, but I would like to try and set one up again
@@DrawnbyCC I thought the u-turn was still functional?
Why dont you just use Pistons to push you and the cart on the right lane? Wouldn't that work? Amd without thst giant circuit
Holy shit I swear to god I’ve had this same idea for a few months now and just haven’t implemented it, great minds think alike. Great work!
my friend @Xyphon was the one who came up with the idea years ago, took us a lot of iterations to get to this point.
Too many 🙃
I see issues with lets say 2 passengers using the same intersection at the same time, but there is really not much you can do about that. Cool contraption nontheless
Theoretically, you could make a waiting system.
Making any incoming minecarts stop when the roundabout is in use could solve that.
Should anyone of Hermitcraft and/or the Life series attempt this?
It'd be super cool to see. The postal system from season 10 uses a similar ticket concept.
Wouldn't the filters being near the exit save on filters? Ie. Have the filters in the roundabout? It would also technically mean you could do uturns
You can actually make U turns with the current design, just add in some extra redstone lines, might show that in future video.
Theoretically you could put filters inside of the roundabout but it'd make the footprint of the rails much larger which is something we tried to avoid
@@DrawnbyCC yes but it'd also reduce the amount of components per intersection by alot. I managed to get the total to 8 hoppers, 4 comparators and 12 repeaters for a working 4 way intersection
@@oblivion_2852 Could you possibly send some pictures of it in my discord? Link in description.
I'm curious to see it
Uhmm what are the dimensions to dig before building this on the surface or underground?
I'm confused about adapting this to a system where travel is done on the right-hand side rather than the left-hand side.
Just flip it!
Has anyone tested this system on Bedrock Edition?
I haven't tested it yet. I doubt this specific design would work but I'd imagine the concept should carry over.
I might have to take a look
the BUD powering of the pistons would be borked on bedrock. Redstone just works differnt over theree. Nice system though, clean. @@DrawnbyCC
I think I saw quazy connectivity used at least once?
It was when redirecting cart to D when no ticket. So that wouldn't work.
Other than that I think it might work.
Try in creative;)
What about t-junctions?
Next video, don't worry!
@@0vercrafted Well, in the meantime, I've adapted the one shown in this video, and it works flawlessly!
This is so cool!
Can you put other items in the chests to transport through the rail system or would the hoppers take some items?
Yeah you can! My primary use for the rail system is bulk item transport. As long as all the item filters are set up correctly they should only ever take tickets!
I would love to recreate this as a next big project on our server but I'm just curious if this system works well with successive minecarts but different destinations. Because in your demo you had multiple minecarts but they all went the same direction. can the system keep up with multiple changes in tracks? or is there a certain timeframe to ride the next cart? thanks!
The system is intentionally designed with a lot of leniency for carts. It takes a while to reset, but it shouldn't be too hard to make it a lot tighter.
The system currently takes about 4-5 seconds to reset after the final minecart in a train. But that is intentionally longer than it has to be
This is an awesome video! But will the tickets receivers get filled one day? If yes, what can I do for it?
I mean the item filter
Yes. But you'd have to do 1728 journeys to fill up a barrel.
We just go around all the roundabouts and clear out the excess tickets to reuse them elsewhere or you could just dispense and burn if you don't mind destroying em.
@@DrawnbyCC Oh I see, thanks!
what about going from B to A or D? theres nothing to make that happen (or im just blind and built it wrong)
Hello there what a fantastic idea and a great video. I play on ps3 mincraft (legacy edition) and it doesn’t have target blocks can I still make this or not.
Any help much appreciated
Matthew
Theoretically it'd be possible but it'd be a bit bulkier. The target blocks are mainly there for compactness.
@@DrawnbyCC ok thanks !!!
Thank you for this video!! I do have a doubt... How do I make a series of Junctions work? For example, I have like 10 stations besides the main spawn station. From spawn station there is a junction, for station 1,2,3 we go left, for stations 4,5,6 go straight, for stations 7,8,9 go right... then after suppose we go straight, we meet another junction, where for station 4, go left, for station 5, go straight, for station 6, go right... how do I do it? I hope I am clear with my wording sorry if I am not able to explain it well
If I understand you correctly, then I think I will answer your question in my next part.
But to give a basic explanation: You'll want each junction to have a different set of tickets to avoid any double ups.
For the sake of clarity, we will name rails with 1 2 3 but stations with a b c. You'd make a route to each station by just following the directions you would need to get there. For example, your first roundabout would have 1 2 3 4 as tickets. Then your next roundabout would have 5 6 7 8 as tickets. So to make a route, all you would need is to put in, say, tickets 2 and 7 to go the direction you want. Then, just have a station ticket either on the route or on another junction
@@DrawnbyCC Yeah I watched the other video and yeah that makes sense