Locks are needed so that players on public servers don’t have their hard earned diamonds just walk away. But these locks are also intended for adventure mappers, giving them new tools to control the flow of the game or handing out rewords.
What are pad-locks?
Padlocks are actually a redstone device that produces a redstone signal when the proper combination is put in. But they are also keyed into the command block system, letting command blocks turn on and off redstone devices.
The starter is the padlock itself. It’s mounted on walls like levers and buttons. If placed next to a door, the door will only open if the correct combination is put in. Wooden doors might be modified so that they will not open if they are placed next to a padlock.
On closer inspection (right clocking) you see four dials and two leavers. One is a big leaver, overtly placed next to the combination dials. But the other leaver is smaller and discreetly placed into the corner.
The dials are where you set the combination. The default will be zero, zero, zero, zero, which is also the default position for the dials. Pull the large leaver and the door opens. The smaller leaver is to gain access to the guts of the lock so you can set the combination and other features.
The way it works is that when its unlocked and open, the padlock produces a redstone signal, thus opening the door its placed next too. Or it can be used to turn on some restone device.
Of course, one of the obvious needs will be a storage chest that you can lock too.
It’s basicly the same as a padlock, except in stead of dials and leavers; you see a digital ten key pad. (Actually, there will be twelve keys. 0 through 9 or course, then one that serves as the big leaver and the other serves as the small leaver.) You type in the combination with the mouse, or can use your keyboard’s ten key pad. But it works exactly the same, except offering a high-tech look.
And what good is a lock without some keys. So we need a lock & key system, and not just a combination lock. We start off by giving our padlock a different upgrade.
It’s the same thing except instead of seeing dials; you only see a traditional looking key-hole, ready to receive a key. You will also see what looks like bolts or rivets. One rivet is actually a hidden key that lets you get inside to program the lock. But to open the lock, you now need a key.
The advantage to using a security pad is that it will except both a combination entered into the pad or the key-card itself. While the padlock can only be opened with a combination, and the key hole will only open with the proper key. Setting the padlock
Padlocks, key holes, security pads, locking chests? Don’t worry; they are all set in exactly the same way.
You first have to get inside, so you need to turn the small lever, hidden button, or the “program” key on the key pad. They all take you to the same place.
You will see a grid ten slots high and four slots wide. This is where you will set your combination by putting either sticks or iron bars into the slots. Say you want to program a combination of 2,4,6,8. You place a stick in the first column in the second row, a stick in the second column in the forth row, and so forth. If you want to set it at zero, you just leave it blank, or place a stick in the zero slot.
If you use sticks, then the combination will remain set until you randomize the dials. If you use iron bars, then the combination will randomize each time the lock is re-locked.
There is one more slot placed to the side. This will let you set the operating mode for the lock. The default position will have a leaver in this slot, which means the lock behaves like a leaver. You unlock it, and it will stay open and unlocked until you press the large leaver again to re-lock the door. (Chests do not work this way. The chest itself will only stay open so long as a character is looking at it. But will close when no one is looking at it. However, you still have to re-lock it later.)
You can remove the leaver and put in a stone or wood button. Now it will close and lock itself automatically after one and one and a half ticks. If you leave it blank, then the lock is disengaged and will act like a leaver. You can open and close the door without bothering with a combination.
Setting a key slot is a little different. To open the key-slot, you first have to insert the correct key (the default is a blank). You then set the locks combination as you do with a pad lock. You take the key and place it into the lock. If the key doesn’t match the combination of the lock, you can’t place it. If it dose, you have inserted the key into the lock (removing it from your inventory.) Right clocking it will open/clock the lock. Left click it with an empty hand and you take the key back, if it’s locked. If it’s unlocked, you can’t take the key out.
So now you are wondering how do you set the key? Well you set the key at the same time you set the lock.
Of course you may want to make new keys. That is where the key-maker comes in. Click on it and you will see an in and out slot and your familiar ten by four grid. Place sticks to set the combination, and take the crafted key out of the outgoing slot. But once you take it, there is no going back. You make key-cards the same way.
Cheat codes and Controllers
This is where the padlock that I am prosing leaves the other ideas in the dust, by connecting them up with the controller system.
For example, the lock we just placed will have a specific address. You look at it and type /this lock. The system will give you the address of that lock. /echo lock (address), will return all of the settings of the lock, including its mode and combination, including one more status – its “set” or what the lock is set on.
Normal means that the lock is in its normal configuration, a player can lock or unlock it depending on how its set. But it also has an set-on mode and a set-off mode. On: means that the lock us unlocked, and on (generating a redstone signal), even if the correct combination has not been put in. Off: will mean that the lock is locked and off, and will remain that way even if the proper combination has been put in.
You can also do a /set lock (address) where the control block change the settings on that lock. Setting it to normal, on, or off. Think of the possibilities. Steven enters into a haunted house. He trips a trip-wire that goes to a command block. The door behinds him slams shut, trapping him inside.
And sense the lock is a redstone device, who says you need to use it for a door. It can drive any redstone system by command block commands.
The set command also lets you remotely set the combination. Or even randomizing it completely. A command block can do another command that reads the new randomize combination in the lock, and prints it to a key, key-card, or even a sign (that would need a similar address system applied to it).
Steven sees a spooky building with a sign up front that says, “DO NOT ENTER! (nothing to see here)”. He walks in, sets a trip-wire, and walks out. The same sign now says “told you, nothing to see here”. The same thing with chests that could be unlocked, only when certain goals are obtained, or as a reword for completing a task.
Obviously, yes, but not in adventure mode which is where I suspect this kind of device will be the most useful. You might set it up to where it can only be destroyed if the combination is set, but it would take a coder to tell if those kinds of ideas are piratical or not. It won't have much use in single player any way.
Has kind of a wishlist vibe and has been suggested before. Things like this cut both ways, because a griefer can end up putting a padlock on something that belongs to someone else.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
Obviously, yes, but not in adventure mode which is where I suspect this kind of device will be the most useful. You might set it up to where it can only be destroyed if the combination is set, but it would take a coder to tell if those kinds of ideas are piratical or not. It won't have much use in single player any way.
In adventure mode, the rooms themselves would be unbreakable. Just add an iron door. An effective lock with the key being redstone...Well, unless they've got a pick.
Eh. It has potential. The other guy makes a good point about griefing...
Has kind of a wishlist vibe and has been suggested before. Things like this cut both ways, because a griefer can end up putting a padlock on something that belongs to someone else.
Locks have been suggested before, But no one has suggested them to be redstone devices (or at least that my search found). But my main thrust is that these would be useful in adventure maps.
And exactly how would that red-stone lock work? I suppose you could use for leavers connected to three and gates. But that is only 16 combinations, and you would need a wall at least eight blocks long, and space for the red-stone circuits. There would be no key, and way way to connect it up to a command block output. And the redstone combination locks I have seen are huge, and simply not practical for adventure maps. This thing would offer a million combinations and could be placed right next to the door.
In adventure mode, the rooms themselves would be unbreakable. Just add an iron door. An effective lock with the key being redstone...Well, unless they've got a pick.
Eh. It has potential. The other guy makes a good point about griefing...
I saw that and thought I might respond here.
Gruefers could just add locks, locking you out of your structure. But my lock still has a way around it using command codes. You look up the address of the lock, and then change the combination.
Locks could come with additional data useful for the moderators, such as the date it was place and by whom. You might also have a search command letting you change the settings of all locks placed on a certain date, or by a certain player.
You are still correct about the nature of the game making locks useless. If you have a door you can't get through, just cut a hole, or dynamite the whole thing, or turn the whole thing into sponge. I once saw a grifer turn a model of Manhatten - into nothing but sponge with but a few keystrokes. The guy must have spent weeks on the thing. The neather is too good for greifers.
Locks have been suggested before, But no one has suggested them to be redstone devices (or at least that my search found). But my main thrust is that these would be useful in adventure maps.
Actually, quite a lot of people have suggested redstone-based locks and combination systems. Not too long ago someone made a thread about redstone powered safes. Even though I agree this would be a clever addition for adventure maps, there are already tons of ways to simulate this kind of thing.
And yes, this could be useful against griefers on multiplayer, but that doesn't stop someone from stealing something from you and putting it in their safe where you can never get it back.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
One doesn’t have to search very far to see that starships are practically a Minecraft staple. There are already texture pacts that try to give the game a high-tech and futuristic look. So when I considered the nature of these locks and how they might appear, I did keep them in mind.
It’s possible to set these locks up to function strictly as door panels, they might even over-ride pressure plates that you can have an automatic door (with pressure plates on both sides) that you can still lock.
Locks are needed so that players on public servers don’t have their hard earned diamonds just walk away. But these locks are also intended for adventure mappers, giving them new tools to control the flow of the game or handing out rewords.
What are pad-locks?
Padlocks are actually a redstone device that produces a redstone signal when the proper combination is put in. But they are also keyed into the command block system, letting command blocks turn on and off redstone devices.
Here are some formulas for
(leaver) (iron bar) (leaver)
(iron bar) (redstone dust) (iron bar)
(leaver) (iron bar) (leaver) = one padlock
The starter is the padlock itself. It’s mounted on walls like levers and buttons. If placed next to a door, the door will only open if the correct combination is put in. Wooden doors might be modified so that they will not open if they are placed next to a padlock.
On closer inspection (right clocking) you see four dials and two leavers. One is a big leaver, overtly placed next to the combination dials. But the other leaver is smaller and discreetly placed into the corner.
The dials are where you set the combination. The default will be zero, zero, zero, zero, which is also the default position for the dials. Pull the large leaver and the door opens. The smaller leaver is to gain access to the guts of the lock so you can set the combination and other features.
The way it works is that when its unlocked and open, the padlock produces a redstone signal, thus opening the door its placed next too. Or it can be used to turn on some restone device.
Of course, one of the obvious needs will be a storage chest that you can lock too.
(wood planks) (wood planks) (wood planks)
(wood planks) (padlock) (wood blanks)
(wood planks) (wood planks) (wood planks) = one locking chest.
We can also take an ordinary padlock and give it an upgrade.
(blank) (redstone dust) (blank)
(redstone dust) (padlock) (redstone dust)
(blank) (redstone dust) (blank) = security pad
It’s basicly the same as a padlock, except in stead of dials and leavers; you see a digital ten key pad. (Actually, there will be twelve keys. 0 through 9 or course, then one that serves as the big leaver and the other serves as the small leaver.) You type in the combination with the mouse, or can use your keyboard’s ten key pad. But it works exactly the same, except offering a high-tech look.
And what good is a lock without some keys. So we need a lock & key system, and not just a combination lock. We start off by giving our padlock a different upgrade.
(blank key) (blank key) (blank key)
(blank key) (padlock) (blank key)
(blank key) (blank key) (blank key) = key slot
It’s the same thing except instead of seeing dials; you only see a traditional looking key-hole, ready to receive a key. You will also see what looks like bolts or rivets. One rivet is actually a hidden key that lets you get inside to program the lock. But to open the lock, you now need a key.
(blank) (blank) (blank)
(wood planks) (wood stick) (wood stick)
(blank) (iron bar) (iron bar) = 10 blank keys
You will also need a way to turn a key blank into a key.
(blank key) (blank key) (blank key)
(blank key) (crafting table) (blank key)
(blank key) (blank key) (blank key) = key printer
But ordinary keys will not work on a security pad. This, you need a high tech key-card.
(blank) (blank) (blank)
(wood planks) (wood stick) (wood stick)
(blank) (redstone dust) (redstone dust) = 2 key cards
The advantage to using a security pad is that it will except both a combination entered into the pad or the key-card itself. While the padlock can only be opened with a combination, and the key hole will only open with the proper key.
Setting the padlock
Padlocks, key holes, security pads, locking chests? Don’t worry; they are all set in exactly the same way.
You first have to get inside, so you need to turn the small lever, hidden button, or the “program” key on the key pad. They all take you to the same place.
You will see a grid ten slots high and four slots wide. This is where you will set your combination by putting either sticks or iron bars into the slots. Say you want to program a combination of 2,4,6,8. You place a stick in the first column in the second row, a stick in the second column in the forth row, and so forth. If you want to set it at zero, you just leave it blank, or place a stick in the zero slot.
If you use sticks, then the combination will remain set until you randomize the dials. If you use iron bars, then the combination will randomize each time the lock is re-locked.
There is one more slot placed to the side. This will let you set the operating mode for the lock. The default position will have a leaver in this slot, which means the lock behaves like a leaver. You unlock it, and it will stay open and unlocked until you press the large leaver again to re-lock the door. (Chests do not work this way. The chest itself will only stay open so long as a character is looking at it. But will close when no one is looking at it. However, you still have to re-lock it later.)
You can remove the leaver and put in a stone or wood button. Now it will close and lock itself automatically after one and one and a half ticks. If you leave it blank, then the lock is disengaged and will act like a leaver. You can open and close the door without bothering with a combination.
Setting a key slot is a little different. To open the key-slot, you first have to insert the correct key (the default is a blank). You then set the locks combination as you do with a pad lock. You take the key and place it into the lock. If the key doesn’t match the combination of the lock, you can’t place it. If it dose, you have inserted the key into the lock (removing it from your inventory.) Right clocking it will open/clock the lock. Left click it with an empty hand and you take the key back, if it’s locked. If it’s unlocked, you can’t take the key out.
So now you are wondering how do you set the key? Well you set the key at the same time you set the lock.
Of course you may want to make new keys. That is where the key-maker comes in. Click on it and you will see an in and out slot and your familiar ten by four grid. Place sticks to set the combination, and take the crafted key out of the outgoing slot. But once you take it, there is no going back. You make key-cards the same way.
Cheat codes and Controllers
This is where the padlock that I am prosing leaves the other ideas in the dust, by connecting them up with the controller system.
For example, the lock we just placed will have a specific address. You look at it and type /this lock. The system will give you the address of that lock. /echo lock (address), will return all of the settings of the lock, including its mode and combination, including one more status – its “set” or what the lock is set on.
Normal means that the lock is in its normal configuration, a player can lock or unlock it depending on how its set. But it also has an set-on mode and a set-off mode. On: means that the lock us unlocked, and on (generating a redstone signal), even if the correct combination has not been put in. Off: will mean that the lock is locked and off, and will remain that way even if the proper combination has been put in.
You can also do a /set lock (address) where the control block change the settings on that lock. Setting it to normal, on, or off. Think of the possibilities. Steven enters into a haunted house. He trips a trip-wire that goes to a command block. The door behinds him slams shut, trapping him inside.
And sense the lock is a redstone device, who says you need to use it for a door. It can drive any redstone system by command block commands.
The set command also lets you remotely set the combination. Or even randomizing it completely. A command block can do another command that reads the new randomize combination in the lock, and prints it to a key, key-card, or even a sign (that would need a similar address system applied to it).
Steven sees a spooky building with a sign up front that says, “DO NOT ENTER! (nothing to see here)”. He walks in, sets a trip-wire, and walks out. The same sign now says “told you, nothing to see here”. The same thing with chests that could be unlocked, only when certain goals are obtained, or as a reword for completing a task.
Obligatory question: Could the lock (door, floor, wall, chest...) not just be destroyed?
In adventure mode, the rooms themselves would be unbreakable. Just add an iron door. An effective lock with the key being redstone...Well, unless they've got a pick.
Eh. It has potential. The other guy makes a good point about griefing...
Locks have been suggested before, But no one has suggested them to be redstone devices (or at least that my search found). But my main thrust is that these would be useful in adventure maps.
And exactly how would that red-stone lock work? I suppose you could use for leavers connected to three and gates. But that is only 16 combinations, and you would need a wall at least eight blocks long, and space for the red-stone circuits. There would be no key, and way way to connect it up to a command block output. And the redstone combination locks I have seen are huge, and simply not practical for adventure maps. This thing would offer a million combinations and could be placed right next to the door.
I saw that and thought I might respond here.
Gruefers could just add locks, locking you out of your structure. But my lock still has a way around it using command codes. You look up the address of the lock, and then change the combination.
Locks could come with additional data useful for the moderators, such as the date it was place and by whom. You might also have a search command letting you change the settings of all locks placed on a certain date, or by a certain player.
You are still correct about the nature of the game making locks useless. If you have a door you can't get through, just cut a hole, or dynamite the whole thing, or turn the whole thing into sponge. I once saw a grifer turn a model of Manhatten - into nothing but sponge with but a few keystrokes. The guy must have spent weeks on the thing. The neather is too good for greifers.
Actually, quite a lot of people have suggested redstone-based locks and combination systems. Not too long ago someone made a thread about redstone powered safes. Even though I agree this would be a clever addition for adventure maps, there are already tons of ways to simulate this kind of thing.
And yes, this could be useful against griefers on multiplayer, but that doesn't stop someone from stealing something from you and putting it in their safe where you can never get it back.
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Care to enplane why you think this is a bad idea?
One doesn’t have to search very far to see that starships are practically a Minecraft staple. There are already texture pacts that try to give the game a high-tech and futuristic look. So when I considered the nature of these locks and how they might appear, I did keep them in mind.
It’s possible to set these locks up to function strictly as door panels, they might even over-ride pressure plates that you can have an automatic door (with pressure plates on both sides) that you can still lock.