Mobs phase through wall when growing up

Is there any way to prevent this happening when a mob in the chamber grows up? I've even made the wall 2-thick around and it still happens. The chamber is 2Wx2Lx3H.

u/Little-Sport-640 — 2 months ago

Tileable Smart Any-Ratio Shop | Minecraft Bedrock

📥Download at:

https://www.dropbox.com/scl/fo/ww9jvdmoplkmszn1orray/AFG6UjlfC9sCccx_csQd-Ss?rlkey=a80grq0s1goec7uvo1q9qi7qe&st=bsy3mpdb&dl=0

🌟Features:

• Any ratio: 1-320 (5 stacks) of payment amount and product amount items (e.g., 3 Diamond for 5 Netherite or 1 Iron for 20 Gold).

• Handles underpay: Returns insufficient payment with a deny sound.

• Handles overpay: Gives back remainder along with product - gives "change".

• Infinity tileable: Need a one block space every 15 modules (for larger shops, it is recommended to chunk align modules and keep machine loaded or within simulation distance).

• Any product item: Can sell non-stackable (up to 54 - full output chest) or 16-stackable or 64-stackable, with a success sound. Product(s) will not be given until the payment is fully received.

• Any stackable payment item: 16-stackable or 64-stackable with locked chest input.

• Only accepts set payment item: Set filter to desired payment item (only uses 3 payment items to set filter).

• Auto resets: After successful payment or deny.

• Auto locks: Payment input is locked if there is no stock or the transaction is not selected.

• Blocks payment altering: After pushing pay (selecting), cannot alter payment input until the system is done processing (denies and resets if no payment was inputted before pushing pay).

• Bulk storage: Can attach bulk storage and/or farm(s) to the stock.

• Indicators: Includes stock indication lights for each module and a payment processing light.

⚠️Limitations:

• Must wait until current purchase is done processing before conducting another purchase/selection - only 1 payment at a time (any extra is change).

• Slow output - hopper speed (+0.4s for every module/expansion).

• Max of 5 stacks ratio – max for hopper slots (for payment amount and product amount).

• Is large and expensive for many players - is a late-game machine.

📢V2 update:

• Instead of really slow throttling system (payment input), connected the counter directly to the filter, which immediately redirects excess payment to the return.

• Fixed counter pistons pulsing a lot for a bit if payment amount is 1 (better counter).

• Compacted controller width from 7 blocks to 5.

• Improved "Processing Payment Indicator" circuit.

• Made modules cheaper.

• Removed "Reset When Leaving (optional)" circuit.

• Added "Shopping Music" circuit (optional).

• Added "Free Stuff" circuit (optional).

• Other circuit improvements.

V1: https://www.reddit.com/r/technicalminecraft/s/NfVEv4rHdE

u/Little-Sport-640 — 3 months ago

Tileable Smart Any-Ratio Shop | Minecraft Bedrock

📥Download at:

https://www.dropbox.com/scl/fo/ww9jvdmoplkmszn1orray/AFG6UjlfC9sCccx_csQd-Ss?rlkey=a80grq0s1goec7uvo1q9qi7qe&st=bsy3mpdb&dl=0

🌟Features:

• Any ratio: 1-320 (5 stacks) of payment amount and product amount items (e.g., 3 Diamond for 5 Netherite or 1 Iron for 20 Gold).

• Handles underpay: Returns insufficient payment with a deny sound.

• Handles overpay: Gives back remainder along with product - gives "change".

• Infinity tileable: Need a one block space every 15 modules (for larger shops, it is recommended to chunk align modules and keep machine loaded or within simulation distance).

• Any product item: Can sell non-stackable (up to 54 - full output chest) or 16-stackable or 64-stackable, with a success sound. Product(s) will not be given until the payment is fully received.

• Any stackable payment item: 16-stackable or 64-stackable with locked chest input.

• Only accepts set payment item: Set filter to desired payment item (only uses 3 payment items to set filter).

• Auto resets: After successful payment or deny.

• Auto locks: Payment input is locked if there is no stock or the transaction is not selected.

• Blocks payment altering: After pushing pay (selecting), cannot alter payment input until the system is done processing (denies and resets if no payment was inputted before pushing pay).

• Bulk storage: Can attach bulk storage and/or farm(s) to the stock.

• Indicators: Includes stock indication lights for each module and a payment processing light.

⚠️Limitations:

• Must wait until current purchase is done processing before conducting another purchase/selection - only 1 payment at a time (any extra is change).

• Slow output - hopper speed (+0.4s for every module/expansion).

• Max of 5 stacks ratio – max for hopper slots (for payment amount and product amount).

• Is large and expensive for many players - is a late-game machine.

📢V2 update:

• Instead of really slow throttling system (payment input), connected the counter directly to the filter, which immediately redirects excess payment to the return.

• Fixed counter pistons pulsing a lot for a bit if payment amount is 1 (better counter).

• Compacted controller width from 7 blocks to 5.

• Improved "Processing Payment Indicator" circuit.

• Made modules cheaper.

• Removed "Reset When Leaving (optional)" circuit.

• Added "Shopping Music" circuit (optional).

• Added "Free Stuff" circuit (optional).

• Other circuit improvements.

V1: https://www.reddit.com/r/redstone/s/riBlddD5Yk

u/Little-Sport-640 — 3 months ago

Out now! | Tileable Smart Any-Ratio Shop | Minecraft Bedrock

📥Download at:

https://www.dropbox.com/scl/fo/ww9jvdmoplkmszn1orray/AFG6UjlfC9sCccx_csQd-Ss?rlkey=a80grq0s1goec7uvo1q9qi7qe&st=bsy3mpdb&dl=0

🌟Features:

• Any ratio: 1-320 (5 stacks – max for hopper) of payment amount and product amount (e.g., 3 Diamond for 5 Netherite or 1 Iron for 20 Gold or 1 Diamond Block for 5 stacks of Oak Logs).

• Handles underpay: Waits 20 seconds then returns insufficient payment with deny sound.

• Handles overpay: Gives back remainder along with product - gives "change".

• Infinity tileable: Need a one block space every 15 modules and +1 in clock every 4 extensions.

• Any product item: Can sell non-stackable or 16-stackable or 64-stackable with success sound.

• Any stackable payment item: 16-stackable or 64-stackable with trapped chest input.

• Only accepts set payment item: Set filter to desired payment item (only uses 2 payment items to set filter).

• Auto resets: After successful payment or deny.

• Auto locks: Payment input is locked if there is no stock or the transaction is not selected.

• Bulk storage: Can attach bulk storage and/or farm(s) to the stock.

• Indicators: Includes stock indication lights for each module and a payment processing light.

• Security: Payment output not easily accessible and stock is all the way in the back (a little security).

⚠️Limitations:

• Must wait until current purchase is done processing before conducting another purchase/selection - only 1 payment at a time (any extra is change).

• Cannot spam selector buttons (more than one selector can turn on).

• Slow output (+0.4s for every module or expansion).

• Max of 5 stacks ratio (for payment amount and product amount).

• Payment input is really slow for a lot of items (with 4 items in counter throttle clock, it took about 8.5 minutes for 5 stacks in payment amount, and an additional 4.25 minutes with 5 stacks in product amount to receive it all – 12.75 minutes total).

🚫Issues:

• If payment amount is 1, counter pistons pulse a lot for a bit (doesn’t break the system though, just slows it down).

• Is not compact/small.

• Is not resource cheap (is feasibly too expensive for most when needing a lot of shops).

u/Little-Sport-640 — 3 months ago

Out now! | Tileable Smart Any-Ratio Shop | Minecraft Bedrock

📥Download at:

https://www.dropbox.com/scl/fo/ww9jvdmoplkmszn1orray/AFG6UjlfC9sCccx_csQd-Ss?rlkey=a80grq0s1goec7uvo1q9qi7qe&st=bsy3mpdb&dl=0

🌟Features:

• Any ratio: 1-320 (5 stacks – max for hopper) of payment amount and product amount (e.g., 3 Diamond for 5 Netherite or 1 Iron for 20 Gold or 1 Diamond Block for 5 stacks of Oak Logs).

• Handles underpay: Waits 20 seconds then returns insufficient payment with deny sound.

• Handles overpay: Gives back remainder along with product - gives "change".

• Infinity tileable: Need a one block space every 15 modules and +1 in clock every 4 extensions.

• Any product item: Can sell non-stackable or 16-stackable or 64-stackable with success sound.

• Any stackable payment item: 16-stackable or 64-stackable with trapped chest input.

• Only accepts set payment item: Set filter to desired payment item (only uses 2 payment items to set filter).

• Auto resets: After successful payment or deny.

• Auto locks: Payment input is locked if there is no stock or the transaction is not selected.

• Bulk storage: Can attach bulk storage and/or farm(s) to the stock.

• Indicators: Includes stock indication lights for each module and a payment processing light.

• Security: Payment output not easily accessible and stock is all the way in the back (a little security).

⚠️Limitations:

• Must wait until current purchase is done processing before conducting another purchase/selection - only 1 payment at a time (any extra is change).

• Cannot spam selector buttons (more than one selector can turn on).

• Slow output (+0.4s for every module or expansion).

• Max of 5 stacks ratio (for payment amount and product amount).

• Payment input is really slow for a lot of items (with 4 items in counter throttle clock, it took about 8.5 minutes for 5 stacks in payment amount, and an additional 4.25 minutes with 5 stacks in product amount to receive it all – 12.75 minutes total).

🚫Issues:

• If payment amount is 1, counter pistons pulse a lot for a bit (doesn’t break the system though, just slows it down).

• Is not compact/small.

• Is not resource cheap (is feasibly too expensive for most when needing a lot of shops).

u/Little-Sport-640 — 3 months ago

Infinitely tileable (1 space after 15) selector panel

Here's an update to my last post (https://www.reddit.com/r/redstone/s/BWTBoGD3bv). For Bedrock Edition, I wasn't finding a better way to have an infinitely tileable selector panel. Each group of selectors can be anywhere between 1-15, as well as curve, as demonstrated. The first selector in a group needs the target/pulse extender/lock. The gray extension circuit behind can use a comparator pulse extender or my adjustable piston pulse extender (https://www.reddit.com/r/redstone/s/TswuAM9YGH) or any pulse extender really.

(Again, extension by me but panel design by u/jukefishron, https://www.reddit.com/r/redstone/comments/17i66kz/may\_be\_bulky\_but\_it\_works\_as\_a\_button\_selector/)

u/Little-Sport-640 — 3 months ago

Infinitely tileable (1 space after 15) selector panel

Here's an update to my last post (https://www.reddit.com/r/technicalminecraft/s/iHZ1BB0Fzo). For Bedrock Edition, I wasn't finding a better way to have an infinitely tileable selector panel. Each group of selectors can be anywhere between 1-15, as well as curve, as demonstrated. The first selector in a group needs the target/pulse extender/lock. The gray extension circuit behind can use a comparator pulse extender or my adjustable piston pulse extender (https://www.reddit.com/r/technicalminecraft/s/Y3xQhuNeUa) or any pulse extender really.

(Again, extension by me but panel design by u/jukefishron, https://www.reddit.com/r/redstone/comments/17i66kz/may_be_bulky_but_it_works_as_a_button_selector/)

u/Little-Sport-640 — 3 months ago

Compact 1-wide pulse extender

The extension is the amount of items put into the hopper x2. Both pistons are non-sticky.

u/Little-Sport-640 — 3 months ago

Combine groups of 15 selector panels

The lime circuit simulates 15 selectors, same with the red circuit.

My idea is: do the normal reset in local group of 15 > lock input (left) into that group > reset every group to the right > return back to the beginning (lot of repeaters to simulate a decent amount of delay) > reset every group to the left > then clear lock once original group is reached (signal is dead here - no big clock).

I kind of don't like how my current design relies on enough pulse extension (based on how much delay overall is accumulated from the top return line).

Is there a logical way to do this without relying on timing?

(Panel [lime/red] design by u/jukefishron, https://www.reddit.com/r/redstone/comments/17i66kz/may\_be\_bulky\_but\_it\_works\_as\_a\_button\_selector/)

u/Little-Sport-640 — 3 months ago

Combine groups of 15 selector panels

The lime circuit simulates 15 selectors, same with the red circuit.

My idea is: do the normal reset in local group of 15 > lock input (left) into that group > reset every group to the right > return back to the beginning (lot of repeaters to simulate a decent amount of delay) > reset every group to the left > then clear lock once original group is reached (signal is dead here - no big clock).

I kind of don't like how my current design relies on enough pulse extension (based on how much delay overall is accumulated from the top return line).

Is there a logical way to do this without relying on timing?

(Panel [lime/red] design by u/jukefishron, https://www.reddit.com/r/redstone/comments/17i66kz/may\_be\_bulky\_but\_it\_works\_as\_a\_button\_selector/)

u/Little-Sport-640 — 3 months ago

Is there a way to shorten this item filter by 1 from the left?

I need item filters to tile directly next to each other, have overflow protection, and be 1 filter item set in top hopper (not 41).

I made these 2 filters next to each other (repeating) and they work fine but is there a way to get rid of that little bulge on the left?

u/Little-Sport-640 — 3 months ago

How can I extend this selector panel in the one-block gap?

What I tried doesn't work because the when it deselects and moves the piston back, that second pulse unselects what you just selected ... and I need it to be in the 1-block gap.

u/Little-Sport-640 — 3 months ago

How can I extend this selector panel in the one-block gap?

What I tried doesn't work because the when it deselects and moves the piston back, that second pulse unselects what you just selected ... and I need it to be in the 1-block gap.

u/Little-Sport-640 — 3 months ago
▲ 33 r/technicalminecraft+1 crossposts

How do I power the top hopper without powering the bottom one?

I want to be able to power the top hopper (circled in yellow) without powering the bottom bottom hopper (also circled in yellow). I don't want to use a loose minecart between the top chest and hopper line.

u/Little-Sport-640 — 3 months ago

Working on a tileable any ratio (1-320 items) smart shop

Can tile infinitely (need to have a space after 14 shops to extend the Redstone signal). The Emerald circuit is a placeholder until I properly modify/connect the next section - the controller (payment, output, handling change and insufficient funds, etc.). It already exists as a standalone shop but needs to be changed to manage this array.

Any suggestions welcome.

Requirements:

• Can set any combination of payment amount and product amount - any ratio (e.g., 3 Diamond for 5 Netherite or 1 Iron for 20 Gold).

• Can use any stackable payment item.

• Cannot input any item that's not the payment item (filter).

• If more than the required payment is input, 'change' is given (returned excess).

• If less than the required payment is input, waits a bit (20s) than returns what was input and resets without granting product item(s).

• Payment input is locked if there is no stock.

• Stock indication light.

Not necessarily desired but allowed:

• Only 1 payment at a time (any extra is change).

• Max of 5 stacks ratio (for payment amount and product amount).

Ideal:

• 🚫Compact/small.

• Tileable.

• 🚫Resource cheap.

• Fast.

• Trapped chest input.

• Stock and payment inputs not easily accessible (a little security).

• Payment processing indicator.

Find this project and more at:

https://www.dropbox.com/scl/fo/ww9jvdmoplkmszn1orray/AFG6UjlfC9sCccx_csQd-Ss?rlkey=a80grq0s1goec7uvo1q9qi7qe&st=bsy3mpdb&dl=0

u/Little-Sport-640 — 3 months ago

Working on a tileable any ratio (1-320 items) smart shop (BE)

Can tile infinitely (need to have a space after 14 shops to extend the Redstone signal). The Emerald circuit is a placeholder until I properly modify/connect the next section - the controller (payment, output, handling change and insufficient funds, etc.). It already exists as a standalone shop but needs to be changed to manage this array.

Any suggestions welcome.

Requirements:

• Can set any combination of payment amount and product amount - any ratio (e.g., 3 Diamond for 5 Netherite or 1 Iron for 20 Gold).

• Can use any stackable payment item.

• Cannot input any item that's not the payment item (filter).

• If more than the required payment is input, 'change' is given (returned excess).

• If less than the required payment is input, waits a bit (20s) than returns what was input and resets without granting product item(s).

• Payment input is locked if there is no stock.

• Stock indication light.

Not necessarily desired but allowed:

• Only 1 payment at a time (any extra is change).

• Max of 5 stacks ratio (for payment amount and product amount).

Ideal:

• 🚫Compact/small.

• Tileable.

• 🚫Resource cheap.

• Fast.

• Trapped chest input.

• Stock and payment inputs not easily accessible (a little security).

• Payment processing indicator.

Find this project and more at:

https://www.dropbox.com/scl/fo/ww9jvdmoplkmszn1orray/AFG6UjlfC9sCccx_csQd-Ss?rlkey=a80grq0s1goec7uvo1q9qi7qe&st=bsy3mpdb&dl=0

u/Little-Sport-640 — 3 months ago

Working on a tileable any ratio (1-320 items) smart shop

Can tile infinitely (need to have a space after 14 shops to extend the Redstone signal). The Emerald circuit is a placeholder until I properly modify/connect the next section - the controller (payment, output, handling change and insufficient funds, etc.). It already exists as a standalone shop but needs to be changed to manage this array.

Any suggestions welcome.

Requirements:

• Can set any combination of payment amount and product amount - any ratio (e.g., 3 Diamond for 5 Netherite or 1 Iron for 20 Gold).

• Can use any stackable payment item.

• Cannot input any item that's not the payment item (filter).

• If more than the required payment is input, 'change' is given (returned excess).

• If less than the required payment is input, waits a bit (20s) than returns what was input and resets without granting product item(s).

• Payment input is locked if there is no stock.

• Stock indication light.

Not necessarily desired but allowed:

• Only 1 payment at a time (any extra is change).

• Max of 5 stacks ratio (for payment amount and product amount).

Ideal:

• 🚫Compact/small.

• Tileable.

• 🚫Resource cheap.

• Fast.

• Trapped chest input.

• Stock and payment inputs not easily accessible (a little security).

• Payment processing indicator.

Find this project and more at:
https://www.dropbox.com/scl/fo/ww9jvdmoplkmszn1orray/AFG6UjlfC9sCccx_csQd-Ss?rlkey=a80grq0s1goec7uvo1q9qi7qe&st=bsy3mpdb&dl=0

u/Little-Sport-640 — 3 months ago