Nether Portal Upgrade that can be turned on and off

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Complexity: simple
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Nether Portal Upgrade that can be turned on and off

Convenient activation and deactivation at will to avoid disturbing particles and noises or to prevent mobs from entering the portal unintentionally. This variant makes it very compact and unobtrusive!

This variant is extremely compact (2×4 footprint behind the portal) and can therefore be designed and fitted to suit individual requirements.

The signals for switching on and off are conveniently given via buttons attached to the portal frame and then executed via throwers filled with lighter or water bucket.

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The thrower used for activation gets a simple signal, the thrower used for deactivation gets a strongly shortened signal by a monostable circuit to pour out the water and closely following a slightly delayed signal to take up the water again directly.
This prevents the annoying "flowing out" of the water without the need for unsightly/disturbing construction measures such as a trench or similar!

I will explain the instructions for the Redstone technique using a Creative world, you can watch the flexible spatial and purpose use in my Survival world in a video if you want:

Instructions:

Only a 2x4 footprint behind the portal is needed. Launchers are only needed at the bottom left and top left (when viewed from the front), but for optical reasons I simply placed some evenly here.
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I show the construction in pictures from the 3 different directions.
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The signal from the top button to turn off is simply routed to the launcher via redstone flare, block, redstone flare.

The signal of the lower button goes via an amplifier (delay 1 tick, standard setting) into a gravel block, which lies on a piston (also possible: sticky piston with any solid block). Via a block with redstone dust the first, strongly shortened signal reaches the thrower with the water bucket (strongly shortened by the then extending piston, which then interrupts the signal itself). For the automatic retraction of the water, an amplifier, which is set to a delay of 2 ticks (2nd stage), is connected to the block with redstone dust. So this slightly delayed signal goes via a solid block, redstone dust and again a solid block (here I have now simply used a thrower) then to the thrower with the water bucket, which then immediately picks up the just emptied water bucket again.

The setup should be easy to follow from the pictures, if the background isn't quite understandable, check out the video or ask here in the comments...!
HS_Piccolo
Minecraft medieval survival gameplay combining functionality, looks, style and context! https://www.youtube.com/playlist?list=PL8dnupwo_-Lpe47d2TdXObJeAsnPNZjRh

13 COMMENTS

  1. @Snowflame Thanks, glad if you like it!!!

    @Noel who do you mean by "man"... 😉 I already made one about that, is posted with... otherwise write me a private message if you mean something else....

  2. Great idea but I have adapted for my purposes because the switch solution I personally do not like. So I have the "ON" signal of a lever on a redstone torch directed to deactivate this. Behind the redstone flare is a dispenser with one stackable and one unstackable item as content, directly after that a funnel directed at the dispenser and then a comparator. From there run 2 lines, one normal and the other with 4 ticks delay (at PE, 360 I test tomorrow) which then meet in front of the water cannon.
    If you switch the lever to "OFF", the redstone flare becomes active, the launcher ejects an item that the funnel catches and sends a signal to the comparator before it returns the item to the launcher. The first of the now active signals activates the water cannon, the second deactivates it immediately without causing any damage.
    With this solution I can control it really well, even if it takes a little more space.

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