Open sisby-folk opened 1 month ago
The acceptor should have a physical appearance
Do you mean it should look like the dispenser/dropper/observer set of blocks?
the acceptor would have the same blockstates as a hopper, and check for space in the connected inventory to push to before destroying and pulsing.
Could you explain why you want it to be this way? I understand that the hopper blockstates is to precisely control where the redstone signal is sent (I don't think the ticket acceptors had this feature), but I don't understand why it would be checking for connected inventories
So the two use cases are "eat an item, destroying it, in exchange for a redstone pulse"
And "eat an item, pushing it to a connected inventory, in exchange for a redstone pulse"
If connected to a dispenser, this would dispense the accepted item.
Also the "physical appearance" thing is just that it should have some kind of model that players can recognize, instead of being invisible like most glowcase blocks.
And "eat an item, pushing it to a connected inventory, in exchange for a redstone pulse"
Is the intention behind this to behave like some sort of item filter, particularly in combination with using an item tag?
the idea is that it's a safe replacement from being able to actually open something like a dispenser. Boats, minecarts, projectiles for little "cannons" - so yeah kinda like a filter!
Also a little more interactive - you drop the item in and it does the pulse for you instead of it being a 2 step process
Ohhh okay that makes sense! Part of me wonders if that idea should be a separate block, but it would probably share a decent amount of code with the item acceptor so I'll go through with it
It's going to be interesting designing the block's textures in a way that conveys both the redstone pulse and hopper-like item pushing behavior
Block that allows items of a specific ID or tag to be directly inserted (via use) by adventure mode players.
Creative players should be able to set
The acceptor should have a physical appearance, but also render the stack/tag (use EMI conventions where easy)
At minimum, the acceptor should destroy the inserted tag and output a redstone pulse. More ideally, the acceptor would have the same blockstates as a hopper, and check for space in the connected inventory to push to before destroying and pulsing.
This should mean an acceptor pointed to a dispenser would instantly dispense the accepted item (e.g. an arrow or boat)