Is it possible to recharge a respawn anchor automatically?
I am trying to make a time bomb for a mini game map, involving a pillar of quartz, and a respawn anchor on the top. Gradually, the respawn anchor recharges, and once it has been fully charged (because you’re in the overworld) it explodes.
The issue is that I need to automatically recharge the anchor to a full charge, and then blow it up, without any player involvement.
Is there a way to fully recharge a respawn anchor automatically and then blow it up without player involvement?
After doing a little digging around with the /setblock
command, you can actually set how many charges a respawn anchor has by using the blockstate
option like so:
no charges:
/setblock ~~~ respawn_anchor 0
1 charge:
/setblock ~~~ respawn_anchor 1
2 charges:
/setblock ~~~ respawn_anchor 2
3 charges:
/setblock ~~~ respawn_anchor 3
4 charges:
/setblock ~~~ respawn_anchor 4
For my problem, I can then clear the respawn anchor, then summon tnt at it’s position, simulating an explosion!
Use a dispenser!
What you need:
- Redstone dust.
- Observers.
- A dispenser.
- Stacks of glowstone.
- A respawn anchor.
- A redstone repeater.
Layout
Place an observer with 3 pieces of redstone dust coming out of it in an wrap around shape. Next, place another observer to where it's observing this restone trail. Then create a trail to the adjacent face of the tile the last trail stopped at. Go back to the corner of that trail and place a redstone repeater (maximum delay) just after the turn. Then next to the origin, place a dispenser, facing the tile the first observer is watching, at the end of the chains of restone dust:
Fill the Dispenser
Next, place your stacks of glowstone in the dispenser:
Place the Anchor
The last step is to place the anchor. This must happen last so that it triggers the observer; the completed configuration should look like this:
The Problem
There's a big problem with this plan though. Since the respawn anchor explodes in the overworld, you only get one use: