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Just make sure you hook them up to each other and that you have enough space to build them. Have fun programming the SCP’s, especially 173.Įdit: I know the “look up how to make an item filter” part is lazy, but honestly, the designs are pretty simple, but too complicated for this. Or, you could set up more filters that will catch and return the card to the player, but will not open the door. Firstly, you could say the minimum keycard required for each door. There is but one flaw with this system: if you put in an invalid card, no filter will pick it up and it will be discarded. You can then use that output to return the correct level keycard to the player and open the door. Make sure that each filter gives a comparator output when successful. Have it go through the one made for Level 5 cards, then the one for Level 4 cards, etc until you have the one for invalid cards. Have the player drop the item into a hopper next to the door, then have the item pass through the filters. You want the door to be accessible to Level 2+. Let’s assume yellow concrete is Level 1 access, orange concrete is Level 2 access and red is Level 3 access. Look up how to make an item filter, then hook a few up to the door. Your project doesn’t require command blocks as much as it requires redstone, more specifically item filters. I have had the idea to make an SCP:CB map before, and the way I did the keycards was the following.
