Talk:Dispenser

This looks inspired by Spelljammer's accelerators. TiriPon 20:37, 13 January 2011 (UTC)

I noticed my Dispensers will only fire through blocks when they are facing West and South. I am assuming Clouds always head North. Hotrian 03:32, 14 January 2011 (UTC)

Arrow theory
Anyone else thinking that maybe the arrows fired from the dispenser are skeleton arrows? If so, couldn't they make creepers drop records? --YX33A 22:43, 13 January 2011 (UTC)
 * If there are skeleton arrows, then they should do different amounts of damage on different difficulties. It might be worth testing. I think that on multi-player, you can't pick up someone else's arrows, but I'm not sure, which might be relevant. --Nahere 05:22, 14 January 2011 (UTC)
 * Unfortunately, dispensier-gunning down a creeper does not produce a record. I assume records are 100% chance of drop, as I only tested once before I, during the second trial, regrettably got too close to the creeper and lost the dispenser.  The first creeper dropped nothing. Jaeil 06:02, 14 January 2011 (UTC)

Shooting through blocks
The shooting through blocks only works when the dispenser is facing south. I am building "Trap Temple" and part of it is a corridor where arrows shoot out of the wall. I developed a way to hide the redstone wire so it looks just like a random pressure plate but i'd like arrows coming from both sides not just the north. Please help.

Videos of interest
Videos that aren't quite worthy for the article, but still might be interesting to users --JonTheMon 20:13, 14 January 2011 (UTC)

Here is a video showing the dispenser shooting fully automatic: http://www.youtube.com/watch?v=i0Br_SV3m4M

Block Texture vs Furnace Texture
Actualy, the texture is quite different. the furnace has a filler texture of smooth stone, the 1/3 blocks are centered, and it is somewhat less shiny/blurred.

--Spek 23:40, 14 January 2011 (UTC)

Video 3 Sony Music restrictions
Video 3 is restricted from my country. I see it was a guy from the USA who put up the link. I think it's blocked in whole Europe. Please find a new one so we can view it too. --Iamafinn 10:48, 15 January 2011 (UTC)
 * I think this is why there shouldn't be any youtube videos here. People don't seem to think that putting copyrighted music in it (for no reason other than boredom) could be a bad idea. Germany appears to block every second youtube video. --Flippeh 18:55, 16 January 2011 (UTC)

TNT?
TNT should launch out, as if in a cannon, ready to 'splode, making destruction, fast, easy, and safe! Any Questions?
 * This is a topic for a forum, not here. SteveZombie 18:37, 16 January 2011 (UTC)

Oddity
A friend of mine sent me this, I don't have the time currently to verify it, so i thought I would put it here.

"was shooting at a 4x4 wall, and it kept on curving away slightly, and at a different angle depending on the size of the wall" --The Ginger Ninja 02:27, 18 January 2011 (UTC)

Can Dispensers dispense Dispensers?
The title says it all, really. I just want to know if a Dispenser could make Dispensers. Then you could get loads of them!
 * Dispensers only provide items already placed in their inventory. SteveZombie 12:51, 20 January 2011 (UTC)

Specific Science
Two things first:

"Each time the block receives power from a redstone circuit, a random item from its inventory drops out."

and

"If a redstone torch is placed directly above, below, or adjacent to the dispenser, the dispenser will fire twice every time its powered and un-powered by another input."

There is a good reason why this happens. The Dispenser doesn't necessarily fire when it's powered - it fires when it's powered and a redstone signal near it changes. A changing signal near a dispenser will cause it to "recalculate" it's redstone charge, and if it's powered by a constant source of power, it will fire every time the signal changes. What the game does for a toggling charge to a dispenser (dramatized): SignalChange:Powered:Fire!........SignalChange:Unpowered:DontFire.......SIgnalChange:Powered:Fire! What the game does for a constant charge (every recalculation causes a fire, not just the ones where the signal is on, because of the constant power): SignalChange:Powered:Fire!........SignalChange:Powered:Fire!........SignalChange:Powered:Fire!........

If this is relevant/simple/interesting enough, I can add it to the article.