The Meaning of Life, the Universe, and Everything.
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This sounds like a fun idea. Off the top of my head, I imagine it could look something like (no idea if this will work without testing it first):
A chest or a hopper next to an iron door to collect payment. (or maybe a hopper in front of the door covered by a carpet)
Leading to automatic sorter that sorts out diamonds and puts any non-diamond item into a miscellaneous/trash chest.
Under the sorting system another hopper that holds the payment. Coming out from that hopper, have a comparator that sends out a red stone signal.
When desired payment amount is reached, the comparator sends a strong enough redstone signal that travels up to the iron door, opening it. Maybe also triggering the storage hopper to deposit the diamonds into your collection chest and closing the door.
When I get home, maybe I'll experiment to see if this works. Let me know if you have any questions.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/25/2021
Posts:
53
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You could theoretically accept things like emeralds too, just adding in a second sorter next to the diamond sorter and have it trigger at an acceptable entry fee for that resource.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/25/2021
Posts:
53
Member Details
I figured out a working prototype. In order to keep the door open longer, I inserted a few repeaters in a specific part of the circuit and moved them to 4 ticks each. This method was also the easiest way to set the 'entry fee'. I don't know how much you were thinking about charging, but I had set my prototype to 3 diamonds, and the door opened long enough to walk through and shut behind. (One down side was that if you didn't walk though, you would have to pay again) This is all assuming someone doesnt just mine your door down or something like that to get in lol
I'm not really good at building, but you can do something like the attachment below then add a pulse extender if you need the door to open for longer.
Make sure that the 5 slots in the hopper above the chest look like this:
18 diamands 1 diamond 1 diamond 1 diamond 1 diamond
Then if you throw a diamond in, the comparator will sense it and power the door to open, then the diamond will go in the chest and the hopper stays at 22 diamonds.
The player needs to throw the diamond in the first hopper, by the way. This also strikes up a problem though- if they throw the wrong items it can clog up the first hopper. To avoid this, you can make a dropper facing into the hopper going in the chest instead of that first hopper, and then add a button next to it so that they put a diamond in the dropper and push the button, the door opens and the diamond filters in the chest, but if they put something other than a diamond, it doesn't go in the hopper and stays in the dropper, therefore not triggering the door to open.
Edit: I realized this was a necro from 2 years ago, but I kept it here for anyone else with the same problem
Need help to make a door that will only open when the player drops a certain amount of diamonds (entry fee).
This sounds like a fun idea. Off the top of my head, I imagine it could look something like (no idea if this will work without testing it first):
A chest or a hopper next to an iron door to collect payment. (or maybe a hopper in front of the door covered by a carpet)
Leading to automatic sorter that sorts out diamonds and puts any non-diamond item into a miscellaneous/trash chest.
Under the sorting system another hopper that holds the payment. Coming out from that hopper, have a comparator that sends out a red stone signal.
When desired payment amount is reached, the comparator sends a strong enough redstone signal that travels up to the iron door, opening it. Maybe also triggering the storage hopper to deposit the diamonds into your collection chest and closing the door.
When I get home, maybe I'll experiment to see if this works. Let me know if you have any questions.
You could theoretically accept things like emeralds too, just adding in a second sorter next to the diamond sorter and have it trigger at an acceptable entry fee for that resource.
On the server I'm playing on, the main currency is diamond, so the idea of emeralds is out of the question
I figured out a working prototype. In order to keep the door open longer, I inserted a few repeaters in a specific part of the circuit and moved them to 4 ticks each. This method was also the easiest way to set the 'entry fee'. I don't know how much you were thinking about charging, but I had set my prototype to 3 diamonds, and the door opened long enough to walk through and shut behind. (One down side was that if you didn't walk though, you would have to pay again) This is all assuming someone doesnt just mine your door down or something like that to get in lol
This is a really interesting idea. Did you manage to implement it?
This is simple.
I'm not really good at building, but you can do something like the attachment below then add a pulse extender if you need the door to open for longer.
Make sure that the 5 slots in the hopper above the chest look like this:
18 diamands 1 diamond 1 diamond 1 diamond 1 diamond
Then if you throw a diamond in, the comparator will sense it and power the door to open, then the diamond will go in the chest and the hopper stays at 22 diamonds.
The player needs to throw the diamond in the first hopper, by the way. This also strikes up a problem though- if they throw the wrong items it can clog up the first hopper. To avoid this, you can make a dropper facing into the hopper going in the chest instead of that first hopper, and then add a button next to it so that they put a diamond in the dropper and push the button, the door opens and the diamond filters in the chest, but if they put something other than a diamond, it doesn't go in the hopper and stays in the dropper, therefore not triggering the door to open.
Edit: I realized this was a necro from 2 years ago, but I kept it here for anyone else with the same problem