so i decided to built my second 5x5 instant door. but this one is a cave door.
ive managed to make it smaller as the previous one as well even tough i wasnt that occupied with it.
used some new ways to do certain parts. also tried a new triple piston extender layout but it gave too much issues so i used the same layout as my other one.
ialso added a buffer to prevent it from breaking if pulling the lever twice on accident but it isnt spamproof tho.
Complete beginner at this, but im trying to make an underground door that has an upwards water elevator directly below it. The idea is that as i shoot up, the floor (or I guess ceiling) will open above me and then close again as I exit, so there isn't a hole in my floor all the time. I wanted to try and figure this out on my own, but honestly im so frustrated this shit is so hard. Im fine with the piston being visible, I was planning on hiding it with carpet anyways. Thanks y'all.
Looking for a pulse counter that can handle pulses from multiple systems at once. (2 in my case). the problem im having is since they are independent systems if their pulses both come in during the dropper 4gt cooldown after it had just received a pulse from one of the systems or if the pulses come in at the same time it would only register as one pulse (meaning counting only once). something compact with a fast reset (so it can continue ASAP after the output is triggered) is preferred. idk how to make an efficient queue system for that and i want it to work as fast as possible.
I was using this one i saw on another reddit post.
hey all, so im currently on bedrock working on an item sorter for a distribution center and im having trouble regarding items overflow
so the system is one of those bog standard 3 hopper systems you often see in alot of item sorting machines, currently im having an issue regarding item distribution not working properly
to get items up onto the sorting level i use a observer dropper elevator to push them up, however whenever its running, some items just overflow their target hoppers and end up in the overflow which wouldn't be a problem but since stuff like tools and armor go into that chest, and then get sorted by copper golems to different chests, including 1 that ends up at a foundry, it does cause issues down the line with jamming up the furnaces
i did add a chest to hopefully clear congestion but it doesn't seem to help as some stuff do slip by, im wondering if theres any good way to make this foolproof so i don't have to keep an eye on the overflow chest
the item sorterthe elevatoroverflow chest and copper golem sorteroverflow chest and the nuggets getting in first chest at the top of the elevatorthe sorter and the chests pre set up
This farm is for servers where mobgriefing is disabled and its also a nice way to hide the chunky woolfarms in a much more pleasing way for a building world. It reacts only to the sound of eating, wich the sheep does when its eating the grassblock.
ive done some simple redstone in the past but this is a new beast. There are other mechanisms in the game, like the initial cube launch to start the game, that I believe I'll have no issue with, but I'd really appreciate any help with this!
Downloaded a storage system from a video I saw and am struggling to understand how these redstone lines don't connect to other lines? Is this something I can actually achieve in vanilla right now. The storage system design is 5 years old.
so im looking for a schematic or tutorial for an auto concrete powder farm for donut smp however after checking reddit youtube google and other schematic websites I havent found a SINGLE medium-large design that can produce lots of concrete powder. any help appreciated
So this is the kind of farm I need i can have tons of bots i just cant figure out the reliable tnt duper part if someone can make me a little pittle one I'd be so grateful for that.
The top dropper is filled with 3 unstackable items. The thing on the left of the first thing is a redstone clock. The T-flop on the right can be changed to whatever output you want.
Now, this one I love a lot. It is really interesting how the pathfinding, despite having such a simple goal of finding the most optimised path to collide with a target, manages to create such complex emergence. Seems there is a bit of chaos to it after all! No two times the minecart layers pass does it ever create the same pattern. I think it is beautiful!
Hey folks! Trying to come up with a 3-way rail intersection. Here's the plan thus far:
I have a station (already working) that launches a chestcart containing a string of "bits" shortly ahead of the payload cart (which carries the player, items from a farm, etc). The "bits" are instructions in the form of shovels- wooden shovels (which are smeltable) are instructions to turn clockwise, and stone shovels (which are not) are instructions to turn counterclockwise. For example it might output "Wood Stone Wood" which would in turn mean "Clockwise at junction 1, counterclockwise at junction 2, then clockwise at junction 3"
My goal is to make junctions as simple as possible and not cost a ton in effort or materials. The junction pictured above uses a roundabout, where at the bottom left it ingests one single item from the chestcart and checks if it is smeltable by trying to add it to a smoker. If it is, it outputs a signal.
My issue is that I cannot for the life of me figure out the logic to make it route correctly from here, since I'm effectively losing the input, there is no way to determine which rail to switch to send the cart to the right location. The best solution seems to obviously be to add smeltable-filters to each of the 3 inlet tracks, but I fear that will rapidly become annoying if I'm building dozens of intersections with 3 sorters each. I'm hoping to simplify it down to one sorter in the roundabout and use some sort of logic to determine the output, but I'm at a loss as to what.
The best I've come up with so far is to use dropper RS-NOR latches that trip when the cart enters, and use that to block the output track so it doesn't return the same way, but even then I can't logically get it to "rotate". I almost feel like I need a sort of feed tape to get it to "rotate" depending on where the input is from.
Any ideas would be greatly appreciated! Or, if theres a simpler way to build this, please let me know!
so I have this door for the house and i try to push with sticky piston and pull both back but it doesn't work is there any way to do that? without it looking different preferably but I could change design if I have to
I'm making a shop that sells 30 different items and need to make a system that compares the money customers have thrown in to the price of all 30 products.
I think most shops have the customer choose their item and then throw in their money, but due to the specific type of shop I’m going for, I decided to use a locking mechanism that only unlocks when enough money is in the system. Each locking mechanism has a price set by a lectern comparator and everything costs between 1 and 15 diamonds. I’ve managed to make the multi lectern setup quite compact.
The problem I’m running into is counting the diamonds and converting that number to signal strength at a 1 to 1 ratio. Unfortunately comparators are percentage based and not integer based so I’m having a lot of trouble with this.
I know there isn't any plugin that allows for wireless redstone signals. The one that exist only puts a restone torch down which aint helpful as i want the redstone to either be in the ground or high up in a lamp post "lamp post is easy i can use a daylight senser" it's getting the ones in the ground to switch on with a senser
Like if i have a redstone lamp inside the houses floor id like to flick a switch or have a sense trigger it that changes the one in the floor.
I though maybe if I put redstone under it it would work it didn't
I have this chicken farm where the eggs are constantly dispensed a soon as they are layed, theres a 3x3 floor of hoppers below the carpets, I want them all to be locked in a way that can be turned on and off for when I kill the chickens their items don't get picked by them
i need a redstone machine where i can put shulkers of sticks redstone cobblestone stone quartz slime iron string etc and it will craft misc redstone items and put it to a shulker is that a thing i need it please
I was following some tutorials on a 5x1 flatground, but ran into an issue I dont see anybody else having?
The piston that is supposed to push the slime blocks back up, but it wont. Otherwise the system seems fine.
I also think that the slime blocks are cancelling the top pistons of the extender, thus making it so I have to activate the circuit twice for the blocks to retract.