Just a quick update, I've a (hopefully) finished copy of OceanBlock 4.1 and my new map, version 1.0. They both seem to be complete but I'm playtesting them now. OceanBlock is essentially this map with quartz, more soul sand, and a few little changes to make things that are unnecessarily difficult, easier. In particular it's on another 2x2 block of slime chunks AND the swamp biome is larger.
The new map is a totally different experience and I'm really jazzed about it.
Sounds exciting! Can't wait to see the changes, although I don't think I'll restart my Let's Play map. PM me if you want a second pair of eyes on either map before you go live.
Speaking of which, I did some testing and research, then built a tree farm with an automated sapling retrieval system:
Since recording the video, I've made some further improvements (lengthened the farm by 7 blocks, spaced the dirt further apart, replaced the unused dirt with the appropriate color of planks/slabs). Here is a current pic:
So, on a different topic, I really need to find some music I can play during portions of my videos (during fast-forwarded sections, and the intro and end). How do I go about finding something I can use? Is there a certain license type I need to look for?
Cool, looking forward to MC 1.5 and OceanBlock 4.1. As soon as both are live I'm gonna restart my OceanBlock project. This time with a new and better 6x6 chunk plan, which has room for more farms and some bigger farms.
On it I've included a supervillage based on MegaTrains idea, which fits entirely in a 2x2 chunk area. It has cubicles on the inner circle (for cubicles on the outer circle it should be bigger) and fence gates to shut them in. I choose fence gates because when I automate the shutting in mechanism they all get themselves locked up and stop breeding. I did make an automated suffocation mechanism inspired by this specific design:
Further more I made 4 underground stairs to the iron golem trap, one from each direction. Each of it has a kill switch, and there is also a small walkway around the bottom of the trap so you can enter from one direction and exit from another. They can be reached by trapdoors in the village entrances, so it all fits snugly in the 2x2 chunk area. This is the floorplan for this mega village so far:
It has a total of 40 cubicles for villagers, 120 doors, and 4 entries. and it's entirely symmetrical! I made a test version on a redstone ready superflat to try it out, if anyone is interested to see it for themselves I can upload the map and post the download link here. Credits for the original idea all go to MegaTrain!
Cool, looking forward to MC 1.5 and OceanBlock 4.1. As soon as both are live I'm gonna restart my OceanBlock project. This time with a new and better 6x6 chunk plan, which has room for more farms and some bigger farms.
On it I've included a supervillage based on MegaTrains idea, which fits entirely in a 2x2 chunk area. It has cubicles on the inner circle (for cubicles on the outer circle it should be bigger) and fence gates to shut them in. I choose fence gates because when I automate the shutting in mechanism they all get themselves locked up and stop breeding. I did make an automated suffocation mechanism inspired by this specific design:
Further more I made 4 underground stairs to the iron golem trap, one from each direction. Each of it has a kill switch, and there is also a small walkway around the bottom of the trap so you can enter from one direction and exit from another. They can be reached by trapdoors in the village entrances, so it all fits snugly in the 2x2 chunk area. This is the floorplan for this mega village so far:
It has a total of 40 cubicles for villagers, 120 doors, and 4 entries. and it's entirely symmetrical! I made a test version on a redstone ready superflat to try it out, if anyone is interested to see it for themselves I can upload the map and post the download link here. Credits for the original idea all go to MegaTrain!
Looks really good! Glad you are getting use of this design!
How will you get in/out of the village? Are their unmarked doors somewhere?
Looks really good! Glad you are getting use of this design!
How will you get in/out of the village? Are their unmarked doors somewhere?
At all 4 sides where there is a trapdoor between a door and a fence-gate-fence connection there is an entry in the wall. You just walk in over the trapdoor. So whichever side of the village you're at you can enter, somewhere about in the middle of that side. You can see it through the door. For those who'd like to walk into my megavillage themselves, here is a downloadlink!
PM me if you want a second pair of eyes on either map before you go live.
I may do that, though my test has been fine so far. It's very close to the current OceanBlock and I have fully tested the changes part, so I don't expect any issues. That said, it's the unexpected issues you need to be worried about
Speaking of which, I did some testing and research, then built a tree farm with an automated sapling retrieval system
Looks very cool! An automated (sapling collection in my) tree farm is high on my list of things to do.
So, on a different topic, I really need to find some music I can play during portions of my videos (during fast-forwarded sections, and the intro and end). How do I go about finding something I can use? Is there a certain license type I need to look for?
You want to look for stuff that is CC/BY/SA. It's one of the more common Creative Commons licenses.
I'm a podcaster, so I get all my music from MusicAlley or (up until very recently) Ioda Promonet. That has become The Orchard and I don't know anything about it. As long as you do a very simple attribution step, you can use any of that music in a show. I am counting my YouTube videos as "shows" and nobody's complained.
Cool, looking forward to MC 1.5 and OceanBlock 4.1. As soon as both are live I'm gonna restart my OceanBlock project. This time with a new and better 6x6 chunk plan, which has room for more farms and some bigger farms.
I'm thinking along similar lines. I'm probably going to take this opportunity to reboot my OceanBlock video series. I just have no desire to continue it now that I've got this new map, which is funny because I had the opposite feeling with 4.0.
On it I've included a supervillage based on MegaTrains idea, which fits entirely in a 2x2 chunk area.
*snip*
Very cool. I've got my own version of the MegaVillage planned. I still think I can set it up so there's a release lever along with the catch lever. We'll find out when I finally try it
Very cool. I've got my own version of the MegaVillage planned. I still think I can set it up so there's a release lever along with the catch lever. We'll find out when I finally try it
I am very curious how you are planning to solve that. I have an alternative idea that I think is very simple to implement. I'm going to make a 'kill switch' on each side of the village that activates all 10 top pistons on that row. This has a double function:
For one, you can trap all villagers from that section whose trades you don't like (make sure to lock the empty cubicles so the ones you want to keep can't get in) after which you can flip the switch and suffocate them all.
The other good use is to flip the switch when no one is inside and keep those 10 pistons down. That way no villager will be able to trap themselves in and they can breed freely!
I am very curious how you are planning to solve that.
I am as well
I tried various things but I couldn't get it to work. The idea is to have a switch in front of the piston that you leave in the ON state, that leads into an AND gate. When the villager steps on the pressure plate, the signal goes to that same AND gate, which (because both inputs are now ON) turns on, lifting the piston. To free the villager, just flip the switch and he'll wander out eventually. On your next trip by, you flip the switch again when you notice nobody's in the cell (or if a new villager is in there, so you can trap him).
The main problem is getting the redstone signals down into the AND gate, and then up from that AND gate into the trap piston, in the one-wide corridor available. I think it's solvable, but I don't yet know how to solve it.
I am very curious how you are planning to solve that. I have an alternative idea that I think is very simple to implement. I'm going to make a 'kill switch' on each side of the village that activates all 10 top pistons on that row. This has a double function:
For one, you can trap all villagers from that section whose trades you don't like (make sure to lock the empty cubicles so the ones you want to keep can't get in) after which you can flip the switch and suffocate them all.
The other good use is to flip the switch when no one is inside and keep those 10 pistons down. That way no villager will be able to trap themselves in and they can breed freely!
Hmm, I'm not so sure that would work for me. Personally, I find deliberately sorting villagers by type or by trade or whatever to be extraordinarily difficult (by that I mean virtually impossible). Most of the time, I just follow them around until they walk into a slot, and I snap down a fence in front. (Yeah, fence gates would probably work as well or better than manually-placed fences,not sure why I don't use that.) Even if they are just peacefully hanging around, I seldom have luck pushing them where I want unless they are already very close to an open slot.
So to me, the most attractive part of these automation ideas isn't the piston block kill, its the ability for villagers to lock themselves into a booth without my intervention. (And as we discussed a couple pages back, once they are standing on a pressure plate, you do have to have the piston-kill mechanism, since dropping sand onto a pressure plate drops a sand item, just like dropping onto a torch.)
My ideal scenario:
Gather trade resources and visit the village, finding all 100 villagers, including many newly spawned ones, safely locked into a booth. Work your way around the square, labeling those with useful trades, trading smaller amounts with each to unlock even more trades. Eliminate villagers with useless or duplicate trades (how many raw pork buyers do I need, anyway?). After making a full circle, make sure all empty booths are open, and if necessary, release a small handful of villagers so they can re-populate.
Repeat a few Minecraft days later.
Yes, there are a couple of things that could go wrong with this:
1. Multiple villagers could get caught in a booth at the same time. Not as bad as it sounds, since they can multiply that way. Break the block in front and let them all out, so they can get sorted into individual booths.
2. A second villager could get caught and smothered by the piston when a first villager steps on the pressure plate. Not sure if this would actually kill them or not, or if they would glitch through the block and get away.
3. Villagers get locked in a booth before they can multiply, leaving you short of villagers. Not sure if this would be a serious problem or not. If so, then just leave the killing blocks in their down position for a while, then once you have lots more villagers, come back later and reset them to the ready position.
My teenage son knows about my game and my village design, and yesterday he asked me how my "concentration camp" was coming along! I was a bit shocked, but understand why he would make that comparison, I guess I am treating these testificates kind of like livestock! That certainly puts this whole exercise into a bit different light!
It just occurred to me that we may have a problem with the pressure plates in the automated booths once 1.5 comes out. Right now, baby villagers have the same 2-high hitbox as adult villagers, so they can't jump when in a 2-high space. After 1.5, babies will have a reduced hitbox, so (I assume) they will be able to jump off the pressure plate in a booth, dropping the piston in front and letting them out.
I tried various things but I couldn't get it to work. The idea is to have a switch in front of the piston that you leave in the ON state, that leads into an AND gate. When the villager steps on the pressure plate, the signal goes to that same AND gate, which (because both inputs are now ON) turns on, lifting the piston. To free the villager, just flip the switch and he'll wander out eventually. On your next trip by, you flip the switch again when you notice nobody's in the cell (or if a new villager is in there, so you can trap him).
The main problem is getting the redstone signals down into the AND gate, and then up from that AND gate into the trap piston, in the one-wide corridor available. I think it's solvable, but I don't yet know how to solve it.
Eh, just break the block of sand, let him out, then replace it
Hmm, I'm not so sure that would work for me. Personally, I find deliberately sorting villagers by type or by trade or whatever to be extraordinarily difficult (by that I mean virtually impossible). Most of the time, I just follow them around until they walk into a slot, and I snap down a fence in front. (Yeah, fence gates would probably work as well or better than manually-placed fences,not sure why I don't use that.) Even if they are just peacefully hanging around, I seldom have luck pushing them where I want unless they are already very close to an open slot.
So to me, the most attractive part of these automation ideas isn't the piston block kill, its the ability for villagers to lock themselves into a booth without my intervention. (And as we discussed a couple pages back, once they are standing on a pressure plate, you do have to have the piston-kill mechanism, since dropping sand onto a pressure plate drops a sand item, just like dropping onto a torch.)
I don't sort them either. I have a village with fence gates, and in my idea I would be able to 'free' the villagers whose trades I want to keep and then suffocate the rest of that row. The 2nd idea is not as handy as it seems now that I think of it, because when I leave the fence gates open they won't be trapped anyway. This requires some extra thinking. As it is now I'll probably keep it like it is, with a switch above every cubicle and a fence gate in front of it.
Eh, just break the block of sand, let him out, then replace it
Where's the fun in THAT!?
After a little work, I got it, at least a version 1.0. It's ugly but it works. Here's 4 pics, the only thing not shown is 3 redstone wire on the very top, to run power from the lever to the back piston.
Setup:
Holding a villager:
Killing a villager:
After the villager's dead:
To free the villager(s), just open the gate. They wander out and the trap resets perfectly. You have to flip the switch to reset the trap if you kill them instead.
EDIT: It also works if you remove the two rightmost top blocks, and put the lever on the remaining topmost block. It looks a *little* less ugly, but not much
After a little work, I got it, at least a version 1.0. It's ugly but it works. Here's 4 pics, the only thing not shown is 3 redstone wire on the very top, to run power from the lever to the back piston.
Setup:
Holding a villager:
Killing a villager:
After the villager's dead:
To free the villager(s), just open the gate. They wander out and the trap resets perfectly. You have to flip the switch to reset the trap if you kill them instead.
EDIT: It also works if you remove the two rightmost top blocks, and put the lever on the remaining topmost block. It looks a *little* less ugly, but not much
So if a piston can push a fence gate, can't you just use our original bottom piston design, and push a fence gate up instead?
Nope. The pressure plate powers it and opens it. :/
Also, fence gates (like fences) are 1.5 tall, so the villagers can't walk over them to get in the 1x2 cubbyhole.
That's true, I'm remembering now that's why I originally changed from a fence to a block in my creative world testing.
Maybe there is some combination of top-half slabs that could make it still work with a fence gate, I will have to fiddle tonight...
So are there any scenarios that a tripwire or something else would be more useful as part than a pressure plate?
And good news, I got ONE SLIME BALL on my Let's Play map!
(Already used it on my iron golem-killing piston).
EDIT: Wait, are we being dense here? Would just a pressure plate and a fence gate work (no piston, redstone, etc)? Auto-lock them in, release them manually if desired.
Maybe there is some combination of top-half slabs that could make it still work with a fence gate, I will have to fiddle tonight...
I didn't consider slabs. It's possible maybe but you'd still have to solve the problem that powering the gate opens it.
So are there any scenarios that a tripwire or something else would be more useful as part than a pressure plate?
Tripwire takes up too much space. you need at least 3 blocks - one for each hook and one for the middle wire. I've not been able to find a way to get it to work.
Wait, are we being dense here?
I can't speak for you, but I'm fairly sure I'm perpetually in that state
Would just a pressure plate and a fence gate work (no piston, redstone, etc)? Auto-lock them in, release them manually if desired.
It *would* work, but you need room to have the gate powered by default, and have the pressure plate set it to be unpowered. That is impossible if the plate is next to the gate.
I didn't consider slabs. It's possible maybe but you'd still have to solve the problem that powering the gate opens it.
Tripwire takes up too much space. you need at least 3 blocks - one for each hook and one for the middle wire. I've not been able to find a way to get it to work.
I can't speak for you, but I'm fairly sure I'm perpetually in that state
It *would* work, but you need room to have the gate powered by default, and have the pressure plate set it to be unpowered. That is impossible if the plate is next to the gate.
Yes, I was being dense. I was thinking that if you manually opened the gate, then the redstone signal would close it. That's not true, although it might be handy for cases like this!
Ironically, you could do this with wooden doors, if you placed those doors sideways. Then when the pressure plate triggers the door, the door "opens" but flips into a position that blocks the villager.
Or it WOULD work, if villagers couldn't open wooden doors. And if doors didn't attract zombie sieges.
Wait, what about iron doors? I have a whole lot of iron!
Could you still trade with the villager? Hmmm....
But that's really not any better than the piston block, you'd still have to figure out a mechanism to de-power that door to get it back to the "closed" position and release the villager...
Wait, what about iron doors? I have a whole lot of iron!
Could you still trade with the villager? Hmmm....
But that's really not any better than the piston block, you'd still have to figure out a mechanism to de-power that door to get it back to the "closed" position and release the villager...
If you could get that door attached to an AND gate instead of the pressure plate, but then you have the same one I'm having: That you don't have the room to make one.
Will a villager close a door that's already opened, if he can't go through it? Once the open wooden door is hlding him in, will it even occur to him to try to close it in order to get out?
Ok, it is massively impractical (3 sticky pistons, 7 redstone, plus a repeater), but I have a design that doesn't encroach onto the front area, has a voluntary release, and leaves room for the overhead killing piston:
Basic design:
Villager wanders in:
Flip the left switch to free him:
Or flip the right switch to kill him:
Just raise the kill block and you are ready to go again:
Everything is one block thick, so you can tile this.
I found a design for a vertical AND gate, and then figured out how to let the pressure plate and switch control the two inputs. Note that the pressure plate is on a top half slab, this is required or the piston in front never drops.
Hmm, I'm wondering if we allow the release switch to be in different places, whether we could get a much more efficient setup using two tiling A/B versions...
Ok, it is massively impractical (3 sticky pistons, 7 redstone, plus a repeater), but I have a design that doesn't encroach onto the front area, has a voluntary release, and leaves room for the overhead killing piston:
...
Hmm, I'm wondering if we allow the release switch to be in different places, whether we could get a much more efficient setup using two tiling A/B versions...
Nicely done! Can you put the left switch on top, instead of the side, and still reach it?
Sounds exciting! Can't wait to see the changes, although I don't think I'll restart my Let's Play map. PM me if you want a second pair of eyes on either map before you go live.
Speaking of which, I did some testing and research, then built a tree farm with an automated sapling retrieval system:
Since recording the video, I've made some further improvements (lengthened the farm by 7 blocks, spaced the dirt further apart, replaced the unused dirt with the appropriate color of planks/slabs). Here is a current pic:
So, on a different topic, I really need to find some music I can play during portions of my videos (during fast-forwarded sections, and the intro and end). How do I go about finding something I can use? Is there a certain license type I need to look for?
Thank you. I was just wondering and I'm still a long way from that.
On it I've included a supervillage based on MegaTrains idea, which fits entirely in a 2x2 chunk area. It has cubicles on the inner circle (for cubicles on the outer circle it should be bigger) and fence gates to shut them in. I choose fence gates because when I automate the shutting in mechanism they all get themselves locked up and stop breeding. I did make an automated suffocation mechanism inspired by this specific design:
Further more I made 4 underground stairs to the iron golem trap, one from each direction. Each of it has a kill switch, and there is also a small walkway around the bottom of the trap so you can enter from one direction and exit from another. They can be reached by trapdoors in the village entrances, so it all fits snugly in the 2x2 chunk area. This is the floorplan for this mega village so far:
It has a total of 40 cubicles for villagers, 120 doors, and 4 entries. and it's entirely symmetrical! I made a test version on a redstone ready superflat to try it out, if anyone is interested to see it for themselves I can upload the map and post the download link here. Credits for the original idea all go to MegaTrain!
Looks really good! Glad you are getting use of this design!
How will you get in/out of the village? Are their unmarked doors somewhere?
At all 4 sides where there is a trapdoor between a door and a fence-gate-fence connection there is an entry in the wall. You just walk in over the trapdoor. So whichever side of the village you're at you can enter, somewhere about in the middle of that side. You can see it through the door. For those who'd like to walk into my megavillage themselves, here is a downloadlink!
I may do that, though my test has been fine so far. It's very close to the current OceanBlock and I have fully tested the changes part, so I don't expect any issues. That said, it's the unexpected issues you need to be worried about
Looks very cool! An automated (sapling collection in my) tree farm is high on my list of things to do.
You want to look for stuff that is CC/BY/SA. It's one of the more common Creative Commons licenses.
I'm a podcaster, so I get all my music from MusicAlley or (up until very recently) Ioda Promonet. That has become The Orchard and I don't know anything about it. As long as you do a very simple attribution step, you can use any of that music in a show. I am counting my YouTube videos as "shows" and nobody's complained.
I'm thinking along similar lines. I'm probably going to take this opportunity to reboot my OceanBlock video series. I just have no desire to continue it now that I've got this new map, which is funny because I had the opposite feeling with 4.0.
Very cool. I've got my own version of the MegaVillage planned. I still think I can set it up so there's a release lever along with the catch lever. We'll find out when I finally try it
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
I am very curious how you are planning to solve that. I have an alternative idea that I think is very simple to implement. I'm going to make a 'kill switch' on each side of the village that activates all 10 top pistons on that row. This has a double function:
For one, you can trap all villagers from that section whose trades you don't like (make sure to lock the empty cubicles so the ones you want to keep can't get in) after which you can flip the switch and suffocate them all.
The other good use is to flip the switch when no one is inside and keep those 10 pistons down. That way no villager will be able to trap themselves in and they can breed freely!
I am as well
I tried various things but I couldn't get it to work. The idea is to have a switch in front of the piston that you leave in the ON state, that leads into an AND gate. When the villager steps on the pressure plate, the signal goes to that same AND gate, which (because both inputs are now ON) turns on, lifting the piston. To free the villager, just flip the switch and he'll wander out eventually. On your next trip by, you flip the switch again when you notice nobody's in the cell (or if a new villager is in there, so you can trap him).
The main problem is getting the redstone signals down into the AND gate, and then up from that AND gate into the trap piston, in the one-wide corridor available. I think it's solvable, but I don't yet know how to solve it.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
Hmm, I'm not so sure that would work for me. Personally, I find deliberately sorting villagers by type or by trade or whatever to be extraordinarily difficult (by that I mean virtually impossible). Most of the time, I just follow them around until they walk into a slot, and I snap down a fence in front. (Yeah, fence gates would probably work as well or better than manually-placed fences,not sure why I don't use that.) Even if they are just peacefully hanging around, I seldom have luck pushing them where I want unless they are already very close to an open slot.
So to me, the most attractive part of these automation ideas isn't the piston block kill, its the ability for villagers to lock themselves into a booth without my intervention. (And as we discussed a couple pages back, once they are standing on a pressure plate, you do have to have the piston-kill mechanism, since dropping sand onto a pressure plate drops a sand item, just like dropping onto a torch.)
My ideal scenario:
Gather trade resources and visit the village, finding all 100 villagers, including many newly spawned ones, safely locked into a booth. Work your way around the square, labeling those with useful trades, trading smaller amounts with each to unlock even more trades. Eliminate villagers with useless or duplicate trades (how many raw pork buyers do I need, anyway?). After making a full circle, make sure all empty booths are open, and if necessary, release a small handful of villagers so they can re-populate.
Repeat a few Minecraft days later.
Yes, there are a couple of things that could go wrong with this:
1. Multiple villagers could get caught in a booth at the same time. Not as bad as it sounds, since they can multiply that way. Break the block in front and let them all out, so they can get sorted into individual booths.
2. A second villager could get caught and smothered by the piston when a first villager steps on the pressure plate. Not sure if this would actually kill them or not, or if they would glitch through the block and get away.
3. Villagers get locked in a booth before they can multiply, leaving you short of villagers. Not sure if this would be a serious problem or not. If so, then just leave the killing blocks in their down position for a while, then once you have lots more villagers, come back later and reset them to the ready position.
My teenage son knows about my game and my village design, and yesterday he asked me how my "concentration camp" was coming along! I was a bit shocked, but understand why he would make that comparison, I guess I am treating these testificates kind of like livestock! That certainly puts this whole exercise into a bit different light!
It just occurred to me that we may have a problem with the pressure plates in the automated booths once 1.5 comes out. Right now, baby villagers have the same 2-high hitbox as adult villagers, so they can't jump when in a 2-high space. After 1.5, babies will have a reduced hitbox, so (I assume) they will be able to jump off the pressure plate in a booth, dropping the piston in front and letting them out.
Eh, just break the block of sand, let him out, then replace it
I don't sort them either. I have a village with fence gates, and in my idea I would be able to 'free' the villagers whose trades I want to keep and then suffocate the rest of that row. The 2nd idea is not as handy as it seems now that I think of it, because when I leave the fence gates open they won't be trapped anyway. This requires some extra thinking. As it is now I'll probably keep it like it is, with a switch above every cubicle and a fence gate in front of it.
Eh, just break the block of sand, let him out, then replace it
Where's the fun in THAT!?
After a little work, I got it, at least a version 1.0. It's ugly but it works. Here's 4 pics, the only thing not shown is 3 redstone wire on the very top, to run power from the lever to the back piston.
Setup:
Holding a villager:
Killing a villager:
After the villager's dead:
To free the villager(s), just open the gate. They wander out and the trap resets perfectly. You have to flip the switch to reset the trap if you kill them instead.
EDIT: It also works if you remove the two rightmost top blocks, and put the lever on the remaining topmost block. It looks a *little* less ugly, but not much
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
So if a piston can push a fence gate, can't you just use our original bottom piston design, and push a fence gate up instead?
Nope. The pressure plate powers it and opens it. :/
Also, fence gates (like fences) are 1.5 tall, so the villagers can't walk over them to get in the 1x2 cubbyhole.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
That's true, I'm remembering now that's why I originally changed from a fence to a block in my creative world testing.
Maybe there is some combination of top-half slabs that could make it still work with a fence gate, I will have to fiddle tonight...
So are there any scenarios that a tripwire or something else would be more useful as part than a pressure plate?
And good news, I got ONE SLIME BALL on my Let's Play map!
(Already used it on my iron golem-killing piston).
EDIT: Wait, are we being dense here? Would just a pressure plate and a fence gate work (no piston, redstone, etc)? Auto-lock them in, release them manually if desired.
I didn't consider slabs. It's possible maybe but you'd still have to solve the problem that powering the gate opens it.
Tripwire takes up too much space. you need at least 3 blocks - one for each hook and one for the middle wire. I've not been able to find a way to get it to work.
I can't speak for you, but I'm fairly sure I'm perpetually in that state
It *would* work, but you need room to have the gate powered by default, and have the pressure plate set it to be unpowered. That is impossible if the plate is next to the gate.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
Yes, I was being dense. I was thinking that if you manually opened the gate, then the redstone signal would close it. That's not true, although it might be handy for cases like this!
Ironically, you could do this with wooden doors, if you placed those doors sideways. Then when the pressure plate triggers the door, the door "opens" but flips into a position that blocks the villager.
Or it WOULD work, if villagers couldn't open wooden doors. And if doors didn't attract zombie sieges.
Wait, what about iron doors? I have a whole lot of iron!
Could you still trade with the villager? Hmmm....
But that's really not any better than the piston block, you'd still have to figure out a mechanism to de-power that door to get it back to the "closed" position and release the villager...
Many before me have explained it better. Here's one.
Here's a video if you'd rather see that:
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
If you could get that door attached to an AND gate instead of the pressure plate, but then you have the same one I'm having: That you don't have the room to make one.
Will a villager close a door that's already opened, if he can't go through it? Once the open wooden door is hlding him in, will it even occur to him to try to close it in order to get out?
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
Basic design:
Villager wanders in:
Flip the left switch to free him:
Or flip the right switch to kill him:
Just raise the kill block and you are ready to go again:
Everything is one block thick, so you can tile this.
I found a design for a vertical AND gate, and then figured out how to let the pressure plate and switch control the two inputs. Note that the pressure plate is on a top half slab, this is required or the piston in front never drops.
Hmm, I'm wondering if we allow the release switch to be in different places, whether we could get a much more efficient setup using two tiling A/B versions...
Nicely done! Can you put the left switch on top, instead of the side, and still reach it?
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/