Minecraft Maps / Redstone Device

The Mountain (Warehouse and Shopfront)

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leasoncre's Avatar leasoncre
Level 46 : Master Dragon
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The Mountain

A nearly fully automatic Warehouse and Shopfront. Inspired by Sahara from Hermitcraft Season 6

A shopfront and warehouse delivery system. Can easily be integrated or connected to automatic farms for a more hands-off approach. (We like to automate everything at The Mountain.)

Shop with us today!

Best viewed with REDSTONE UTILITY texture pack!
> Included Excel File with needed Block/Item Stack counts (alot of fancy math in here!) - generates links to crafting material counts.

Formatting Legend: Schematic(underline), [Keyword](Square Bracket),

Warehouse:


Wharehouse supporting 54 modules: 14 chunks, but if multi-level's can easily be less (i built this one in a 6x3-chunk configuration, 1/2 chunk used at the far end, and the first row of chunks is also item transit and misc overhead functionality)

WH_Module
- 4x19x16 (1/4 chunk)

- [Stock] Primary Shulker-loading
- [Back-Fill] (Raw Items) Storage
- [Keycard] Order decoding and shipment.
- [Cost] of item ordered
- [Receipt] for purchased orders
- Level Indicator Display for [Stock] and [Back-Fill],
- Status indicators for <Low Level> of [Keycard] and [Reciept] items.

Shopfront:


Shopfront - 5 chunks, (2-3 for redstone, additional space for staff/shopfront gallery)
- 1. Add items to your cart
- 2. Review items in your cart
- 3. Confirm -or- Cancel your order in it's entirety.
- 4-8. Monitor the status of your order as it is processed by The Mountain.
- 9. Full Order Arrived at shopfront and awaiting full payment
- 10. Payment Validated. (Payment due compared to payment received.)
- 11. Order Ready for pickup at Delivery Window

Misc:


Pipeline - Item transfer between Warehouse and Shopfront
WH_Pipeline-Entry-Point - incoming items and orders sorting system, and order output from WH

Notes:


To minimize the number of times a [Keycard] needs to be decoded and make the Warehouse expandable; decoding a [Keycard] is only preformed at the warehouse itself, and a [Cost] is sent to the Shopfront to be decoded and generate the cost comparison.

World Download has some atheistic materials stripped in order to better inspect and see all the redstone. ALL circuits are 'Chunkwise' - where possible circuits are kept entirely inside one game chunk to prevent issues with the loading/unloading of neighboring chunks to prevent potential issues.
Waterstreams are used to transport items for speedy delivery (nothing should remain as an entity more than a minute or two). Rail system could be devised if so desired. [Misplaced water will ruin your redstone, so place it LAST, and Know your circuits!]

Been watching the hermits struggle to complete Sahara for a while now. Found some time on my hands, so i decided to finish it for them. With some upgrades.
- Full Redstone Technical layout and modules/schematics ready for replication included.

>Project is nearly complete, need to do a proper test with stocked items/keys and add additional farms and such. but everything should be functional. preliminary tests rooted out most bugs. (a slab here, a repeater there to prevent signal cross-talk.. etc..)

Credits/Redstone designs inspired by:


>Original shulker loading design circuit (yellow concrete) used in WH_Module, and some other bits: MumboJumbo/Iskall85 @ Hermitcraft Season 6 (i've made a number of changes, and will probably change more later)
>Shulker loader design: ilmango https://www.youtube.com/watch?v=JlAfs2_a1yc
>Dropper-vator (modified) RaPsCaLLioN1138 https://www.youtube.com/watch?v=hKebVqzTMy0
CreditHermitcraft inspiration: MumboJumbo, Iskall85. | ilmango, etc..
Progress95% complete
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