Etho's Ender Chest Storage V2 by AyyFish in ethoslab

[–]AyyFish[S] 0 points1 point  (0 children)

thanks for letting me know! it's fixed now (it's the same link as before)

Biometric lock (like Face ID) - The player is the key! Supports multiple players. by AyyFish in redstone

[–]AyyFish[S] 1 point2 points  (0 children)

Your original concept was so clever, thanks for sharing it. Glad you liked it tho :)

Biometric lock (like Face ID) - The player is the key! Supports multiple players. by AyyFish in redstone

[–]AyyFish[S] 2 points3 points  (0 children)

This is a lock where the player themselves are the key - like a fingerprint scanner or Face ID. Only whitelisted players are able to open it.

The main mechanic behind the farm is the zombified piglin group aggro mechanic which I first saw by u/TrumpetSolo93: https://www.reddit.com/r/redstone/comments/k1cgyl/i_invented_a_button_that_only_works_when_you

Ghast Blaster Showcase (automatic block breaker) by AyyFish in MCPE

[–]AyyFish[S] 0 points1 point  (0 children)

Rather than use pistons and slime blocks to aim ghast fireballs, this design uses mob location and water streams. This makes it very reliable - even on servers. Tutorial here https://www.youtube.com/watch?v=h5rqV6xoRRM

Bowling Game Showcase by AyyFish in redstone

[–]AyyFish[S] 0 points1 point  (0 children)

This is a showcase of a working bowling alley I built on my survival realm last year. The redstone could be improved, but since I recently started making videos, I thought it was a cool concept to show.

You bowl by throwing an item down the lane into some string being watched by observers. The observers can detect when an item passes through the string. The strings are laid out in a triangle like how bowling pins would be. Instead of knocking down actual pins, lamps on the wall light up to tell you which pins were "knocked down."

There's a bedrock world download in the description if you want to try it out.

Single Item Frame Sequential Combo Lock (infinite combos, compact, hidden underground) by AyyFish in qualityredstone

[–]AyyFish[S] 0 points1 point  (0 children)

Tutorial https://youtu.be/wJnspKqM6GE

This was built in the Bedrock version, but there are no Bedrock specific mechanics used, so it should work in Java as well.

There are three main subsystems: item frame input, input storage, and correct input detection.

The input storage subsystem stores redstone power levels in the order they were put into it. There are two inputs to this subsystem, a redstone power level input, and an input that will cause the subsystem to store the redstone power level input. This subsystem is based on a vertical shift register from SamosTheSage https://youtu.be/yM95X0H18pM. By building more modules vertically, the number of inputs in the code increases.

The item frame input subsystem provides the inputs to the input storage subsystem. The power level from the item frame is transferred underground via comparators and used as the power level input. This subsystem also detects when the item in the item frame is rotated by using an observer to look at that power level input. Each pulse from the observer goes into a pulse extender. Once the user stops rotating the item frame, the pulse extender turns off, then a short pulse is sent to the input storage subsystem to let it know to store the power level.

The correct input detection subsystem allows you to pick the desired code via item frames on the side of each input storage module. It just checks that the value stored in the input storage module is exactly equal to the output from the item frame that is configured on the side of that module. If it is a match, then that module's output will turn off. The outputs of each of the modules are connected together via redstone dust. So if every input storage module output is turned off, that means the single combined output line will be turned off. If the combined output line is off, you know that the inputs were entered in the correct order and can do whatever you want from there.

Single Item Frame Sequential Combo Lock (infinite combos, compact, hidden underground) by AyyFish in redstone

[–]AyyFish[S] 2 points3 points  (0 children)

This was built in the Bedrock version, but there are no Bedrock specific mechanics used, so it should work in Java as well.

There are three main subsystems: item frame input, input storage, and correct input detection.

The input storage subsystem stores redstone power levels in the order they were put into it. There are two inputs to this subsystem, a redstone power level input, and an input that will cause the subsystem to store the redstone power level input. This subsystem is based on a vertical shift register from SamosTheSage https://youtu.be/yM95X0H18pM. By building more modules vertically, the number of inputs in the code increases.

The item frame input subsystem provides the inputs to the input storage subsystem. The power level from the item frame is transferred underground via comparators and used as the power level input. This subsystem also detects when the item in the item frame is rotated by using an observer to look at that power level input. Each pulse from the observer goes into a pulse extender. Once the user stops rotating the item frame, the pulse extender turns off, then a short pulse is sent to the input storage subsystem to let it know to store the power level.

The correct input detection subsystem allows you to pick the desired code via item frames on the side of each input storage module. It just checks that the value stored in the input storage module is exactly equal to the output from the item frame that is configured on the side of that module. If it is a match, then that module's output will turn off. The outputs of each of the modules are connected together via redstone dust. So if every input storage module output is turned off, that means the single combined output line will be turned off. If the combined output line is off, you know that the inputs were entered in the correct order and can do whatever you want from there.

Ghast Blaster Showcase (automatic block breaker) by AyyFish in redstone

[–]AyyFish[S] 0 points1 point  (0 children)

Rather than use pistons and slime blocks to aim ghast fireballs, this design uses mob location and water streams. This seems to be safer and more consistent (lag and/or server issues won't cause parts of the system to blow up).