#Interactive: Coordinate Virtualisation.

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fervent geyser
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This function would be used for trains to "work" with an outer world.

How it would work?

  1. Train would have an array of blocks that is consists for each car with one bogey being the checksum one. Every other block in the car would be mapped to that bogey to know it's coordinates. For example:
    {"Car-1":{"BOGEY": [0,0,0], "DIAMOND_BLOCK":[-1,0,0], "DIAMOND BLOCK": [1,0,0]}, "BOGEY": [2,0,0]} etc.
  2. Every block in the train would have a virtualisated set of coordinates based on a real position. For example a train track where the train is currently on would have coordinates: [0, 0, 0] and a Train Bogey has [20M, 0, -30M] so, for compatibility the same bogey would have spoofed coordinates (used only for create actions is a separate menu) equal to [0, 2, 0]. That would be used for linking stuff.
  3. Linking blocks for example: Display Link, Redstone Link would have a toggle option to use Spoofed coordinates since sometimes normal is better but sometimes spoofed is better.
    You may ask, why this whole stuff should exist in the first place? You could set display link range to like 30M and it would work.
    The thing is that by checking spoofed coordinates, it doesn't check for a specific ship (it's vs server yk), but instead it would check for any ship that the spoofed block is currently at.
    An example would be having 3 stations and two trains with display boards. One is stating "1 => STATION 3" and the second one is stating "1 => STATION 1". So when the train/ship reaches station 1, we want that train's display board to change to "1 => STATION 3" but, if the second train comes to the same place, we also want it to change (even though these two trains are in different set of coordinates). The spoofing mechanic makes it so it doesn't matter which train is in that set of coordinates, what matters are the spoofed coordinates.

If you don't understand something, please ask me, I will be very happy to answer your unknown ideas.

pseudo thicket
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what

fervent geyser
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yeah, it's complicated

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in short. display links work on any train that would be on a specific coordinate

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and not on only one train like if you'd set display range to 2 billion blocks

pseudo thicket
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so you want links to work world->ship? or smth

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why would you need a "checksum" for that

fervent geyser
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i had just named it like this

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like there are many method to achieve simmilar goals

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so one would be making an array of every block on a ship

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and second would be checking for every single block where it would be right now

pseudo thicket
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there are already functions in VS for ship->world and world->ship position transformations

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you don't need to reinvent the wheel

fervent geyser
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i can show you a video of something simmilar but with an older mechanic that breaks train schedules

fervent geyser
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i can quickly show it in vc

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i can't make my sheep take a seat

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the old system worked that train went to a station, then a redstone mechanism disassembled that train, display link changed it's direction and then it would be reassembled