Well, I'm building a puzzle map, and trying to create all the features in a way so that I have to do next-to-no work to set up a certain thing that I can then use hundreds of times.
What I'm onto at the moment, is, I guess an activation path. I guess I'm trying to recreate artificial redstone. So, you step on a plate, and the 'redstone' activates from where it is, reaches across the room to the door, let's say, and opens it.
Here's an example from what I'm trying to recreate. (The blue line, goes from the button to the door
I'm trying to optimise this, so that I merely have to place armor stands, and the blue automatically goes from one to the each of the armor stands.
So as far as I've got, is placing armor stands, giving them a score of 1, 2, 3, etc.
Then, I summon a different armor stand, which rotates towards the first, and tps forward a block at a time, in it's own ^ ^ ^1 direction, setting the block beneath it to light_blue_concrete. Then, when it reaches the first armor stand, it is rotated to the armor stand with a score of 2, and when it reaches that, 3, etc.
However, this aint really working, so wondering if someone would be able to attempt to come up with a truly optimised version of this, which would involve as little work as possible.
Also, I may be having multiple of these systems close to each other, so getting them not mixed up may be challenging.
If anyone can bother to spend a heap of time helping me out on this, it would be greatly appreciated!
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Please, everyone, if your post is solved, edit the name and mark it [SOLVED]. Period.
Well, I'm building a puzzle map, and trying to create all the features in a way so that I have to do next-to-no work to set up a certain thing that I can then use hundreds of times.
What I'm onto at the moment, is, I guess an activation path. I guess I'm trying to recreate artificial redstone. So, you step on a plate, and the 'redstone' activates from where it is, reaches across the room to the door, let's say, and opens it.
Here's an example from what I'm trying to recreate. (The blue line, goes from the button to the door
I'm trying to optimise this, so that I merely have to place armor stands, and the blue automatically goes from one to the each of the armor stands.
So as far as I've got, is placing armor stands, giving them a score of 1, 2, 3, etc.
Then, I summon a different armor stand, which rotates towards the first, and tps forward a block at a time, in it's own ^ ^ ^1 direction, setting the block beneath it to light_blue_concrete. Then, when it reaches the first armor stand, it is rotated to the armor stand with a score of 2, and when it reaches that, 3, etc.
However, this aint really working, so wondering if someone would be able to attempt to come up with a truly optimised version of this, which would involve as little work as possible.
Also, I may be having multiple of these systems close to each other, so getting them not mixed up may be challenging.
If anyone can bother to spend a heap of time helping me out on this, it would be greatly appreciated!
I guess you can place a marker (armor stand or aoe cloud) on each artificial redstone, and do something like this:
1. Press sth to light up the first marker
2. At that first marker, light up any other markers in a distance (distance=..2)
3. For each lit up markers, repeat that step. You can use scoreboard to give them some delays.
I used a similar mechanic when I needed to follow lines of redstone dynamically. The idea is to execute from an armor stand which is on the redstone and check if there is redstone on any side next to the armor stand. If there is, summon a new armor stand at that position and repeat the process. This creates a chain reaction and the armor stands follow the path of redstone.
I used commands like these:
/execute as @e[tag=path] at @s if block ~1 ~ ~ redstone_wire run summon armor_stand ~1 ~ ~ {Tags:["path"]}
and do that for all 4 sides. Then you could do something like:
/execute as @e[tag=path] at @s if block ~ ~ ~ redstone_wire run setblock ~ ~ ~ blue_concrete
/execute as @e[tag=path] at @s if block ~ ~ ~ blue_concrete run kill @s
Well, I'm building a puzzle map, and trying to create all the features in a way so that I have to do next-to-no work to set up a certain thing that I can then use hundreds of times.
What I'm onto at the moment, is, I guess an activation path. I guess I'm trying to recreate artificial redstone. So, you step on a plate, and the 'redstone' activates from where it is, reaches across the room to the door, let's say, and opens it.
Here's an example from what I'm trying to recreate. (The blue line, goes from the button to the door
I'm trying to optimise this, so that I merely have to place armor stands, and the blue automatically goes from one to the each of the armor stands.
So as far as I've got, is placing armor stands, giving them a score of 1, 2, 3, etc.
Then, I summon a different armor stand, which rotates towards the first, and tps forward a block at a time, in it's own ^ ^ ^1 direction, setting the block beneath it to light_blue_concrete. Then, when it reaches the first armor stand, it is rotated to the armor stand with a score of 2, and when it reaches that, 3, etc.
However, this aint really working, so wondering if someone would be able to attempt to come up with a truly optimised version of this, which would involve as little work as possible.
Also, I may be having multiple of these systems close to each other, so getting them not mixed up may be challenging.
If anyone can bother to spend a heap of time helping me out on this, it would be greatly appreciated!
Please, everyone, if your post is solved, edit the name and mark it [SOLVED]. Period.
I guess you can place a marker (armor stand or aoe cloud) on each artificial redstone, and do something like this:
1. Press sth to light up the first marker
2. At that first marker, light up any other markers in a distance (distance=..2)
3. For each lit up markers, repeat that step. You can use scoreboard to give them some delays.
Something like this. Did you try this before?
I used a similar mechanic when I needed to follow lines of redstone dynamically. The idea is to execute from an armor stand which is on the redstone and check if there is redstone on any side next to the armor stand. If there is, summon a new armor stand at that position and repeat the process. This creates a chain reaction and the armor stands follow the path of redstone.
I used commands like these:
and do that for all 4 sides. Then you could do something like:
I used this mechanic in a data pack if you want to see it in action: https://www.curseforge.com/minecraft/customization/redstone-remover
Command block engineer // Developer // #TeamTrees
Thankyou! This ought to work pretty well, unless they cross over each other. However, I'm sure I could figure out a way to avoid that.
I'll try this out tonight, and if it don't work for some reason, I'll post back here. It looks like it will, though, so thankyou!
Please, everyone, if your post is solved, edit the name and mark it [SOLVED]. Period.
And... it works! Thankyou very much!
Please, everyone, if your post is solved, edit the name and mark it [SOLVED]. Period.