





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.
📥Download at:
🌟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
📥Download at:
🌟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.
📥Download at:
🌟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).
📥Download at:
🌟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).
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/)
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/)
The extension is the amount of items put into the hopper x2. Both pistons are non-sticky.
The extension is the amount of items put into the hopper x2.
The extension is the amount of items put into the hopper x2.
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/)
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/)
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?
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.
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.
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.
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:
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:
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