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Armorstand redstone idea


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  • 0
    RikSlav commented
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    I would write a post about it, but as it is the same subject, I will just comment here.
    [sorry for my english, i'm still learning.]

    One way that Armor Stand dialogue well with redstone dynamics would be to use a comparator to analyze the Armor Stand (just as we use a comparator to analyze a chest or Hopper) so that the comparator send a signal that indicates what the Armor Stand is wearing.
    For this to happen each part of the armor must emit a signal when equipped and when more than one equipment is used the individual signals must be summed. Here's my suggestion for signal strength:

    Signal Equipment / Strength
    Helmet / 2
    Chestplate and Elytra/ 8
    Leggings / 4
    Boots / 1

    Following this pattern the redstone signal will specifically indicate which equipment is equipped and which are not. When all the armor is equipped the redstone signal will be 15.

    Signal Strength / Equipped Armor Part
    1 / Boots
    2 / Helmet
    3 / Helmet + Boots
    4 / Leggings
    5 / Leggings + Boots
    6 / Leggings + Helmet
    7 / Leggings + Helmet + Boots
    8 / Chestplate
    9 / Chestplate + Boots
    10 / Chestplate + Helmet
    11 / Chestplate + Helmet + Boots
    12 / Chestplate + Leggings
    13 / Chestplate + Leggings + Boots
    14 / Chestplate + Leggings + Helmet
    15 / Chestplate + Leggings + Helmet + Boots

    With this kind of dynamics it will be possible to make separators of armor items and other quite complex machines.

  • 0
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    Or, more simply, leather/misc = 1, chainmail/iron = 2, gold = 3, diamond = 4. Misc refers to things like tridents and turtle shells that wouldn't fit with anything else.