Hello fellow minecrafters!
Recently I've developed a machine that counts tokens(blocks) up to 50, to purchase different items, in this particular case, being swords, armor, and perks(potions/food).
In my original design it would only count up to 10 tokens, which I saw as a problem as any block can be used(string, bones, rotten flesh, etc). Killing just a few mobs would get you a diamond sword to 10 bones, no pun intended.
Here is an overhead of my newest system, I'm still working on compacting a bit.
If you look closely to the left you'll see 4 cyan wool blocks. These blocks are pushed up one by one in a sequence, after each individual item is added. On the 5th item, it resets the circuit to it's starting state, and sends a pulse to a smiliar system on the right, counting to 10 rather than 5. This allows this circuit to recognize up to ten 'credits' at 5 items a piece.
Here is a photo of the 10 memory cells, photo-bombed by our friend Mr. Cow.
The system detects each individual block with this pressure plate design. Resulting in a pulse per item. Due to the timing needing to be spaced out, I used 5 dispensers, and delayed them each 2 ticks, allowing all 5 pulses to safely make it to the circuit, see second picture for dispenser layout. Note that I also used fence posts on the outside of the dispensers to eliminate any unneccesary bouncing of the item. Also note that the block behind the fence post is empty to ensure that the items fall through the pressure plate creating the pulse.
By Filling the dispensers evenly on the left side (5,5,5,5,5 for example) and pressing the buttons, your 5 items are send to the pressure plate with even timing to ensure they make it to the 5 counter. When the 5 counter finishes it resets for the next 5 as well as sends a pulse to the 10 memory cells above. Each time another 5 is added, another torch will light on the inside, indicating you have inserted enough items to purchase the item below the torch. Also some torches power 2 different items, like the bow and iron sword both cost 25, so are run on the same line.
I've inserted my 5 items, 6 times (5x6=30) Which is enough for the iron boots as shown below. Once I press the button and receive my iron boots it sends a pulse from the topside of the circuit to reset the 10 memory cells, and allow you to make your next purchase.
The concept behind this is actually rather simple once you've done it once or twice, I'm now working on incorporating a few extra things. The first being, if you put too many credits in, there is no refund, and I'm still working out how to incorporate this feature. The second being that this method is somewhat time consuming, a diamond sword takes a few minutes to get all of your tokens in. The third being it is extremely laggy in multiplayer, although my connection isn't the greatest. Beyond all of that I feel I can almost always compact things farther, and this is no exception.
This circuit has amazing potential for xbox adventure maps. If you were fighting mobs and keeping your loot, it now has value, rather than just being a throwaway. Progressing through the map different shops could have different prices, as well as better items as you go through the game. This adds a more rewarding feel I think to most PvE type maps, as it would be a goal to get enough loot to better your inventory, assuming maybe you started your player with leather armor and a wooden sword for example.
I'm not one to hide things or keep secrets, as information wants to be free! With that being said, if you have any questions about this, or would like some help building one, let me know! If you have anything you'd like to add or think could improve this design I would love to hear your thoughts!
Huge shoutout to 'porkchop sees u' as his original vending machine design is what sparked me to develop something that counted items rather than just 1 block for 1 item.
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I like it, now you can have people buy stuff with a system. It looks a little complicated, maybe you can make a vidwo on how to make a 5 item vending machine, or the minimun needed, and people could work from there.
Also, I made your mob spawner and at first I was having problems, but then I saw you needed a repeater at the end of it, and now it works perfectly! I installed it into a zombies map
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Acting like a creeper in your signature is too mainstream.
once you put your 'credits' in do you have to wait 5 mins for that to despawn before you can buy again ?
also couldnt you just throw dirt blocks in as credits ?
Thank you! and no actually on your first point, because the items fall through the pressure plate, you can continue to add more items essentially forever, and they will just pile up underneath it. You could use dirt clocks technically, but same with almost all minecraft games, just takes the fun out if you cheat.
I like it, now you can have people buy stuff with a system. It looks a little complicated, maybe you can make a vidwo on how to make a 5 item vending machine, or the minimun needed, and people could work from there.
Also, I made your mob spawner and at first I was having problems, but then I saw you needed a repeater at the end of it, and now it works perfectly! I installed it into a zombies map
I'm working on condensing it today, so definitely stay tuned for a better explanation!!
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so you could put lava under the pressure plate to help keep the lag down ?
ive just made a concept on using a music box connected to a budswitch, disc's could be used as currency ? although there not stackable
Not stackable, and they also aren't reusable :/. If I could find a way to eject the disc through redstone it could work, but as of now no breakthroughs. I had thought about doing that for doors in the game, where you'd buy the disc at the shop, and use it as a one time door key.
The lava idea would definitely work though!
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Does that work?
---edit: If you mean placing your disc in from the front, and water flowing them away from the top, it may be possible. I'm troubleshooting it now.
+1 for you sir.
I think I just wasn't getting what you meant when I first read it. Now that I've played with it, I could use one jukebox, instead of 5 dispensers, and only show you the front facing side, allowing you to insert and eject your disc for a bud switch, signaling your token entry. I haven't actually tested it in the vending machine yet though, as after the 5th token drops, the circuit needs a few seconds to reset the pistons before receiving the next signal. Any thoughts?
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It would be sweet if minecraft had a pressure plate that could be programmed to only retract with a certain amount of items on it but I guess that makes it a adventure =p
Can you make a video tutorial for 5 or 6 items please? I am working on a mob arena and I needed exactly something like this, also great work, this is AWESOME
Can you make a video tutorial for 5 or 6 items please? I am working on a mob arena and I needed exactly something like this, also great work, this is AWESOME
I can customize this. How do you want to price them?
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Thanks to suggestions and some tinkering I have a new smaller, easier to understand design. I'm hoping after reading through this I can help people understand all the necessary components so far. Here is an overhead of if:It uses jukebox discs as currency. This particular uses up to 5, and uses a pretty simple counter, a bud-switch(jukebox). They are inserted in the bottom left region, travel north into the counter, and each individual count is split down separately to an on off piston switch. To control whether the button's pulse makes it to the corresponding dispenser to allow you to send the item, This is the jukebox to accept 'coins' it is only visible from the from, and glowstone will pop down for a moment to ensure you know your credit was taken. Clicking it again empties the disc into lava for proper disposal. The Next few pictures show the counter, which I designed myself. It uses a pulse limiter to send the bud switch signal into 5 repeaters at 4 ticks. The first pass through will have a second repeater, and the 4 after, to power into a block, where the pistons meet. A huge note that on the bottom pistons should be redstone capable blocks, in this photo they are empty to show you location. The underside repeaters power the next piston in line to ensure that the next pulse will power the next corresponding redstone chain powering the piston on/off I mentioned before.This image is the other side of the same circuit. You can see here where each of the 5 chains run out into the piston flip flops. This is the rear view, same component.If you can see the 2 full tick repeaters that are alone, they are to reset the 5 piston counter. NOTE: I didn't add a necessary component which is to add a line from the second reset output into the 5 piston counter, otherwise, adding a new disc will continue the circuit farther than it was, and open up all picton power to where it was before. You can run a line from the block about 5 south and 2 above to it with a repeater to diode the reset from coming back the other way and this will solve this.This is the piston flop I keep mentioning. Notice the left one is the reset piston, and the line you need to add, comes from the line that powers that piston, see the overhead. The right piston is powered in sequence by the 5 counter.Another angle to show how power makes it up.and the following one to continue showing that signal.The following 2 photos show you where the button and dispenser are(dispenser is at the bottom underneath) and to show you how they are powered to work, and shutoff to ensure you don't receive an item you didn't pay for.Note that the dispenser should have any block in front of it, and a slab in front of that block.These are all hooked into the repeaters at the lowest point allowing everything to reset when you select your item on the outside.They feed into this feed below(the second reset circuit and also the line you want to run your extra reset line from)Below is another view of how the button outputs are set-upIn the next 2 photos you can see what it looks like when they are powered compared to when they aren't:I tried to set this up as best as I could so all the concepts were understandable. If you have any questions shoot me a message on xbox, or just reply to this thread. Thanks everyone for staying tuned and thank Wolfeuk for his contributions!
I'm working on a design similar to your second version, Buut, as i'm wanting to make it in my survival world I want the record to come back so you can pick it up afterwards as I don't have many records. so what is the best way to do it? I would like it to look professional.
I'm working on a design similar to your second version, Buut, as i'm wanting to make it in my survival world I want the record to come back so you can pick it up afterwards as I don't have many records. so what is the best way to do it? I would like it to look professional.
Well, if that's the case you'd just load it from the top and it would pop back out. Maybe later if you wanted to use it differently space it to be converted. Shoot me a message on xbox i'll be glad to give you a hand.
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Thanks! I don't know why I hadn't thought of that. And that will use space better for my area. By the way, what type of BUD switch are you using?
Just realized I never had a good picture of this. I'll try to make sense of this now, but I'll get some pictures later to make sure you have it right. Place the jukebox down. Underneath it you'll place a sticky piston to the left or to the right. Under the block the piston powers you'll have a redstone torch. Make sure your block has a space to move from the piston. looking from where you place the disc, behind the block the piston powers, level with where it's placed you will take redstone back 3, to the the left of the last redstone turn left(or right depending on how it's faceing) and go up one block and add redstone. Now facing the opposite direction(looking at the back view, 180 degrees from where you'd be placing your disc, place a block down going towards the jukebox with a 1 tick repeater on it. Directly behind that repeater will be a block(assuming you are still facing the jukebox from the rear). You can now run a pulse limiter out of the box via either of the rear redstone pieces. It will be active when a disc is not present, and non-active when it is present. As I said I'll get you some pictures when I'm home from work today. Hope this helped in the mean time!
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Check out my Youtube Channel! Bringing you Tutorials, Massive Builds, and the Occasional Let's Play Minecraft!
Recently I've developed a machine that counts tokens(blocks) up to 50, to purchase different items, in this particular case, being swords, armor, and perks(potions/food).
In my original design it would only count up to 10 tokens, which I saw as a problem as any block can be used(string, bones, rotten flesh, etc). Killing just a few mobs would get you a diamond sword to 10 bones, no pun intended.
Here is an overhead of my newest system, I'm still working on compacting a bit.
If you look closely to the left you'll see 4 cyan wool blocks. These blocks are pushed up one by one in a sequence, after each individual item is added. On the 5th item, it resets the circuit to it's starting state, and sends a pulse to a smiliar system on the right, counting to 10 rather than 5. This allows this circuit to recognize up to ten 'credits' at 5 items a piece.
Here is a photo of the 10 memory cells, photo-bombed by our friend Mr. Cow.
The system detects each individual block with this pressure plate design. Resulting in a pulse per item. Due to the timing needing to be spaced out, I used 5 dispensers, and delayed them each 2 ticks, allowing all 5 pulses to safely make it to the circuit, see second picture for dispenser layout. Note that I also used fence posts on the outside of the dispensers to eliminate any unneccesary bouncing of the item. Also note that the block behind the fence post is empty to ensure that the items fall through the pressure plate creating the pulse.
By Filling the dispensers evenly on the left side (5,5,5,5,5 for example) and pressing the buttons, your 5 items are send to the pressure plate with even timing to ensure they make it to the 5 counter. When the 5 counter finishes it resets for the next 5 as well as sends a pulse to the 10 memory cells above. Each time another 5 is added, another torch will light on the inside, indicating you have inserted enough items to purchase the item below the torch. Also some torches power 2 different items, like the bow and iron sword both cost 25, so are run on the same line.
I've inserted my 5 items, 6 times (5x6=30) Which is enough for the iron boots as shown below. Once I press the button and receive my iron boots it sends a pulse from the topside of the circuit to reset the 10 memory cells, and allow you to make your next purchase.
The concept behind this is actually rather simple once you've done it once or twice, I'm now working on incorporating a few extra things. The first being, if you put too many credits in, there is no refund, and I'm still working out how to incorporate this feature. The second being that this method is somewhat time consuming, a diamond sword takes a few minutes to get all of your tokens in. The third being it is extremely laggy in multiplayer, although my connection isn't the greatest. Beyond all of that I feel I can almost always compact things farther, and this is no exception.
This circuit has amazing potential for xbox adventure maps. If you were fighting mobs and keeping your loot, it now has value, rather than just being a throwaway. Progressing through the map different shops could have different prices, as well as better items as you go through the game. This adds a more rewarding feel I think to most PvE type maps, as it would be a goal to get enough loot to better your inventory, assuming maybe you started your player with leather armor and a wooden sword for example.
I'm not one to hide things or keep secrets, as information wants to be free! With that being said, if you have any questions about this, or would like some help building one, let me know! If you have anything you'd like to add or think could improve this design I would love to hear your thoughts!
Huge shoutout to 'porkchop sees u' as his original vending machine design is what sparked me to develop something that counted items rather than just 1 block for 1 item.
Also, I made your mob spawner and at first I was having problems, but then I saw you needed a repeater at the end of it, and now it works perfectly! I installed it into a zombies map
Thank you! and no actually on your first point, because the items fall through the pressure plate, you can continue to add more items essentially forever, and they will just pile up underneath it. You could use dirt clocks technically, but same with almost all minecraft games, just takes the fun out if you cheat.
I'm working on condensing it today, so definitely stay tuned for a better explanation!!
Not stackable, and they also aren't reusable :/. If I could find a way to eject the disc through redstone it could work, but as of now no breakthroughs. I had thought about doing that for doors in the game, where you'd buy the disc at the shop, and use it as a one time door key.
The lava idea would definitely work though!
---edit: If you mean placing your disc in from the front, and water flowing them away from the top, it may be possible. I'm troubleshooting it now.
Don't know how you'd make this work on Xbox.
+1 for you sir.
I think I just wasn't getting what you meant when I first read it. Now that I've played with it, I could use one jukebox, instead of 5 dispensers, and only show you the front facing side, allowing you to insert and eject your disc for a bud switch, signaling your token entry. I haven't actually tested it in the vending machine yet though, as after the 5th token drops, the circuit needs a few seconds to reset the pistons before receiving the next signal. Any thoughts?
There isn't as it is against policy. If you'd like shoot me a message on xbox(GlossyEyedGnome), I can build you the same system.
I came up with the same idea. We think very alike, you should send me a friend request on xbox!
Always busy, and of course bro!
Just realized I never had a good picture of this. I'll try to make sense of this now, but I'll get some pictures later to make sure you have it right. Place the jukebox down. Underneath it you'll place a sticky piston to the left or to the right. Under the block the piston powers you'll have a redstone torch. Make sure your block has a space to move from the piston. looking from where you place the disc, behind the block the piston powers, level with where it's placed you will take redstone back 3, to the the left of the last redstone turn left(or right depending on how it's faceing) and go up one block and add redstone. Now facing the opposite direction(looking at the back view, 180 degrees from where you'd be placing your disc, place a block down going towards the jukebox with a 1 tick repeater on it. Directly behind that repeater will be a block(assuming you are still facing the jukebox from the rear). You can now run a pulse limiter out of the box via either of the rear redstone pieces. It will be active when a disc is not present, and non-active when it is present. As I said I'll get you some pictures when I'm home from work today. Hope this helped in the mean time!