Can you give me an example of this? My current system only accepts gold nuggets; it's the simple hopper sorting system. Everything that isn't a gold nugget gets refunded as well. At the ninth gold nugget, a redstone pulse blocks one of the hoppers from accepting anything, including nuggets, so those get funneled into the refund system as well.
I am unsure if I have enough extra space to do this. For now, I just redesigned my system to use a dropper instead that is connected to an auto-dispense circuit set at a very slow speed. Hopefully it'll work!
I'm building a vending machine and the input is a chest connected to a hopper. The maximum amount of gold nuggets the machine will allow is 9. After the 9th nugget, all subsequent nuggets will be automatically refunded to you. The problem is that my system to count how many nuggets there are is slow, so that if somebody places a stack of > 9 nuggets, not all of them will be refunded.
Basically, I need to either create some complex system that holds onto the nuggets and dispenses them into the system after the previous one has been entered (which will take a very, very long time) or I need to physically block the hopper from accepting another nugget until a certain period of time. All of my attempts at this have failed. The closest I've gotten was slowing it down a bit, but it was still too quick for the system to register.
It would seem that what you are asking for is unfortunately not possible. The piston has to be showing, because it needs to be attached to the block that it's pulling.
In 1.8.1, it may be possible with the addition of a slime block, but I have yet to experiment much with 1.8.1 redstone mechanics.
Not a compact design, but I just threw it together. It's not very consistent.
Those are dispensers, not hoppers.
You can edit it as you please, i.e. adding dispensers on either side of the ones going down the middle. You can also add another dispenser on top of the two on both sides, effectively moving the middle ones up one more space.
Hello everyone. I'm creating a new vending machine (based on my previous design) with a few new features. My main goal is to create items with different prices (the most expensive being 3 gold nuggets.) I need a circuit which remembers how many nuggets have been thrown into the hopper (I have combined an item counter with an item sorter, so it creates a pulse every time a nugget is thrown in, or a stack of nuggets.)
Ideally,
• The most expensive item will be 3 ingots.
• If a stack of >3 nuggets is thrown in, excess nuggets will be returned to the user. This is so I don't have to have the cell remember 64 items...
• If 3 are thrown in, and player buys an item worth 1, memory will use 1 ingot (2 remaining.)
• If 1 nugget thrown it, you can't buy something worth 3.
• Bullet point 2 can be removed if a memory device can remember a lot of items. I'll have 3 redstone lamps indicating how many nuggets are in the device. If over 3, all 3 lights will stay lit until the machine has <3 nuggets.
I like compact devices. My current machine has a space between each button. I would like to keep it this way.
You can check out my current design in my signature if need-be, as I mentioned I don't want to take up any more space if possible.
This is a pretty hefty demand but I can't seem to find any compact memory devices like this.
I've decided to add a video to this topic - and also, I may make a new version relatively soon. I plan to implement:
• Variable costs for items (ex 1 nugget for pork, 2 nuggets for steak...)
• Memory device which keeps track of the current balance of the machine
• Device which costs an extra nugget to cook the item for you (with the inability to do so for non-cookable items)
• Shorter wait times (every item waits an equal amount of time)
• When item is out of stock, the button press will not work until restocked
• Easier item restocking
• More choices
• Other features I perhaps forgot
Now, of course, all of these things would need a greater space unless I find an easy way to do so. As of now, I'm not too happy with all of the jumbled wires and although I have plans for what I would like to add, I don't know if each would be possible in one small space. I'll get working on this now...because it seems like a fun task.
I know this is a fairly old topic, but I'd like to point out this is happening to me and I doubt it's my system. I can run other 128x texture packs without much issue. In fact, I can run SPHax 128x perfectly fine, in addition to some others. However, when I switch to Minecraft Enhanced 128x - it won't load. Any explanation for that? SPHax is a rather hefty texture pack...
I wouldn't call this a dispenser. All you have to do really is plant a bunch of carrots and have a few dispensers with water in them hooked up to redstone with a button. When the button is pressed, the water will flood the carrots. It's way cheaper.
You would need to hook up a T-Flip-flop, however. There are compact ones out there.
If you had a server I could try to help you out. Pictures and videos don't work very well.
Version 2.0 is out now!
I've made a new version: version 2.0. It features a new map with a much larger farm. Unfortunately, I could not fit a waiting light although it would seem possible if I made the wiring larger. I compacted it as much as I could, however. I may make a third version in the future.
Screenshots will be posted soon. Download version 2.1!
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Hey everybody! I've created a potato plantation.
Some of its features include:
Automatically harvests
Option to bake the potatoes immediately after harvest
Throws away poisonous potatoes
more?
As of now, this is in its beta stages and it lacks features. I hope to implement some sort of waiting feature in the future. However, I lack the space for it now so I may end up redoing all of the wiring and such.
There are two buttons available. One that harvests only, and one that both harvests and cooks.
I was bored... so I made this. I hope you guys enjoy it
A vending machine. No, it's not one that you hook up to a dropper and press a button. It accepts payment, has stock lighting, and is nearly cheatproof. There's more in the topic.
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Can you give me an example of this? My current system only accepts gold nuggets; it's the simple hopper sorting system. Everything that isn't a gold nugget gets refunded as well. At the ninth gold nugget, a redstone pulse blocks one of the hoppers from accepting anything, including nuggets, so those get funneled into the refund system as well.
I am unsure if I have enough extra space to do this. For now, I just redesigned my system to use a dropper instead that is connected to an auto-dispense circuit set at a very slow speed. Hopefully it'll work!
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I'm building a vending machine and the input is a chest connected to a hopper. The maximum amount of gold nuggets the machine will allow is 9. After the 9th nugget, all subsequent nuggets will be automatically refunded to you. The problem is that my system to count how many nuggets there are is slow, so that if somebody places a stack of > 9 nuggets, not all of them will be refunded.
Basically, I need to either create some complex system that holds onto the nuggets and dispenses them into the system after the previous one has been entered (which will take a very, very long time) or I need to physically block the hopper from accepting another nugget until a certain period of time. All of my attempts at this have failed. The closest I've gotten was slowing it down a bit, but it was still too quick for the system to register.
Anybody have any ideas?
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In 1.8.1, it may be possible with the addition of a slime block, but I have yet to experiment much with 1.8.1 redstone mechanics.
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Those are dispensers, not hoppers.
You can edit it as you please, i.e. adding dispensers on either side of the ones going down the middle. You can also add another dispenser on top of the two on both sides, effectively moving the middle ones up one more space.
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Ideally,
• The most expensive item will be 3 ingots.
• If a stack of >3 nuggets is thrown in, excess nuggets will be returned to the user. This is so I don't have to have the cell remember 64 items...
• If 3 are thrown in, and player buys an item worth 1, memory will use 1 ingot (2 remaining.)
• If 1 nugget thrown it, you can't buy something worth 3.
• Bullet point 2 can be removed if a memory device can remember a lot of items. I'll have 3 redstone lamps indicating how many nuggets are in the device. If over 3, all 3 lights will stay lit until the machine has <3 nuggets.
I like compact devices. My current machine has a space between each button. I would like to keep it this way.
You can check out my current design in my signature if need-be, as I mentioned I don't want to take up any more space if possible.
This is a pretty hefty demand but I can't seem to find any compact memory devices like this.
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• Variable costs for items (ex 1 nugget for pork, 2 nuggets for steak...)
• Memory device which keeps track of the current balance of the machine
• Device which costs an extra nugget to cook the item for you (with the inability to do so for non-cookable items)
• Shorter wait times (every item waits an equal amount of time)
• When item is out of stock, the button press will not work until restocked
• Easier item restocking
• More choices
• Other features I perhaps forgot
Now, of course, all of these things would need a greater space unless I find an easy way to do so. As of now, I'm not too happy with all of the jumbled wires and although I have plans for what I would like to add, I don't know if each would be possible in one small space. I'll get working on this now...because it seems like a fun task.
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You would need to hook up a T-Flip-flop, however. There are compact ones out there.
If you had a server I could try to help you out. Pictures and videos don't work very well.
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I've made a new version: version 2.0. It features a new map with a much larger farm. Unfortunately, I could not fit a waiting light although it would seem possible if I made the wiring larger. I compacted it as much as I could, however. I may make a third version in the future.
Screenshots will be posted soon.
Download version 2.1!
--------------------------------------------------------------------------------------------
Hey everybody! I've created a potato plantation.
Some of its features include:
There are two buttons available. One that harvests only, and one that both harvests and cooks.
I was bored... so I made this. I hope you guys enjoy it
Downloads:
Version 1.1.2 (Current)
Changelog:
Version 1.1.2
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