
Each set would contain two types of tags one for conditional access, another for unconditional (can access every room in the specified category). For example, there would be a set of keycards for accessing containment chambers, a set for researchers, a set for security (in-game case would be to get through checkpoints), and maybe another set for technicians. The idea we have is to scrap the linear 1-5 card system the game currently uses in favour of keycards tied to specific room variants. So, initially my idea was to simply redo every keycard spawn and 914's RNG for upgrading them, however Juan brought up an alternate suggestion involving a complete revamp of how keycards work in Containment Breach. So right now we still random placements of level 1/2 keycards spawns in the Entrance Zone and 0 spawns of levels 3 in Light Containment, effectively making getting out of the first zone impossible without 914 or 1162.

When the new zone system was introduced, keycard spawns were, and continue to be, not balanced at all to factor in this system. So the keycard system currently implemented into Containment Breach has been broken ever since v0.7 basically. In other words, don’t do it on a superflat world at Y=4.Thread will probably fall out of date real quick so just check this spreadsheet for updates: Just make sure you hook them up to each other and that you have enough space to build them.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.
