A dispenser can simulate dice of up to nine sides by random choice, and there are redstone circuits for simulating six-sided dice. But how do you simulate, say, ten-sided, twelve-sided or twenty-sided dice in Minecraft?
3952
I have 5 buttons and only one of these can be correct, all others must be false. These 5 outputs will go into 2 outputs, in between there needs to be a circuit which changes which single button out of the 5 will go down the &quot;correct&quot; output of the final 2. The 4 remaining buttons must go to the second of the final 2 outputs. Both final outputs must give out a true signal for a brief period the same as a button on its own would produce. There should also be a way of activating the circuit. Not sure if that is explained well enough so I have made a basic diagram of what I need.  The diagram shows how I need the signal to be split. However in between the buttons and the final two wires there needs to be a circuit (marked by the grey box). This circuit changes the single button connected to the left wire. The right input should start the circuit and randomise the 5 buttons. There are no limits to size, amount of materials used or method used. This question is similar to the one asking about , but I am specifically working with Redstone circuitry - the commands solutions do not apply here
112326
A pair of dice is rolled repeatedly until each outcome (2 through 12) has occurred at least once. What is the expected number of rolls necessary for this to occur?  Notes: This is not very deep conceptually, but because of the unequal probabilities for the outcomes, it seems that the calculations involved are terribly messy.  It must have been done already (dice have been studied for centuries!) but I can't find a discussion in any book, or on line. Can anybody give a reference?
77701
Just for fun, I am trying to find a good method to generate a random number between 1 and 10 (uniformly) with an unbiased six-sided die.  I found a way, but it may requires a lot of steps before getting the number, so I was wondering if there are more efficient methods.  My method:   Throw the die and call the result $n$. If $1\leq n\leq 3$ your number will be between $1$ and $5$ and if $4\leq n\leq 6$ your number will be between $6$ and $10$. Hence, we reduced to the problem of generating a random number between $1$ and $5$. Now, to get a number between $1$ and $5$, throw the die five times. If the $i$th throw got the largest result, take your number to be $i$. If there is no largest result, start again until there is.   The problem is that although the probability that there will eventually be a largest result is $1$, it might take a while before getting it.  Is there a more efficient way that requires only some fixed number of steps? Edit: Or if not possible, a method with a smaller expected number of rolls?
28216
I'm working on a game for my Minecraft server that includes the element of chance.  The idea is that there are 6 buttons. One of them (randomly determined by redstone circuitry) results in wealth, prizes, etc. The other five result in doom.  When you enter the room the doors close initiating the game and beginning the primary circuit which selects which of the 6 buttons is the winning button. How to actually make the circuitry do this is my problem! I've got the door controls, win/lose circuits, and the reset circuit to prepare the room for the next player all worked out, but I'm stumped on how to make redstone do something random.  How can I use redstone to choose one of the 6 buttons to be active, randomly?
401
Could someone help me with how the following is calculated:  What is the probability of rolling a die seven times and getting at least one six?  My instinct told me it would be $1/6+\cdots + 1/6$ but this ends up being $7/6$.
74787
Simply put, is there a way to make a cube balance solely on one point/vertex?  I'm struggling. I do not want to have to join two objects, nor have to extrude an object. I just want to have a simple eight-sided die created with one mesh.
57732
I'd like to run a game of , but I'm not sure how many dice I roll when the characters face various challenges. I'm under the impression that it's supposed to be the same number of dice the character uses, but that seems to make impossible tasks far too easy to perform. Is there a general rule saying how many dice the GM rolls against a character's attempt at a given task?  Should the GM's dice equal the character's dice, or should the GM's dice vary depending on the task's difficulty?
66061
I've been thinking of animating some dice and while most are easy to make, I'm having some trouble figuring out a way to generate a regular dodecahedron. I could hand build it but it would be potentially uneven. Would using the base of a 5 sided cylinder and then some variation on spin be the best option or is there a better way?
47902
How do I calculate the number of options for $k$ different balls in $n$ cells, with at least $1$ ball in each cell?   Lets say $6$ different balls in $3$ different cells, with at least $1$ ball in each cell.   like this:  $$x_1+x_2+x_3 = 6$$  I would like to see an explanation please and not just the answer.  Thanks!
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I just purchased the game . As per , the structure of the game is as follows:     Game has 55 round playing cards. Each card has eight randomly placed symbols. There are a total of 50 different symbols through the deck. The most fascinating feature of this game is any two cards selected will always have ONE (and only one) matching symbol to be found on both cards.   Is there a formula you can use to create a derivative of this game with different numbers of symbols displayed on each card.  Assuming the following variables:   S = total number of symbols C = total number of cards N = number of symbols per card   Can you mathematically demonstrate the minimum number of cards (C) and symbols (S) you need based on the number of symbols per card (N)?
18042
So I know that rolling a fair six-sided die twice would mean the total possible outcomes would be 36, and rolling the same number twice would be 2/36 or 1/18, but I feel like that's wrong. What am I doing that isn't right?
50454
Several people are playing a game with random events and require a way to produce a random number. (Such as dice rolls or a lottery.)  Can this be done such that each player has the power to be reasonably sure that the random number was fairly selected, without having to trust anyone else?  This question stems from a discussion in comments to my answer on the . I came up with a protocol but someone else spotted a flaw. This site seems more appropriate. Please feel free to make use of my answer to that question.
3458
I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly.  It would need to have terrain sections (Like a part of it will be sand, part dirt, etc.) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map.  I'm not asking anyone to write me all the code or anything, just piont me into the right direction please.  tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other.
59865
I'm trying to make a game where the damage you deal is rolled by a dice. It all works. However, it keeps on giving the same values in a row so it isn't entirely random  ini_open("Health.ini"); attack = ini_read_real( "Attacks", "Felix", 0); ini_close(); global.damage=0 repeat(attack){ global.damage=irandom(6) }   if (global.damage ==0){instance_create_depth(300, 400, 0, obj_numbers0)} if (global.damage ==1){instance_create_depth(400, 400, 0, obj_numbers1)} if (global.damage ==2){instance_create_depth(500, 400, 0, obj_numbers2)} if (global.damage ==3){instance_create_depth(600, 400, 0, obj_numbers3)} if (global.damage ==4){instance_create_depth(700, 400, 0, obj_numbers4)} if (global.damage ==5){instance_create_depth(800, 400, 0, obj_numbers5)} if (global.damage ==6){instance_create_depth(900, 400, 0, obj_numbers6)}   The attack value is 1 because it is only one dice that is used for damage for now. The software I am using is Game Maker Studio 2
2079
After realizing that my knowledge of how probabilities function has waned significantly, I'm wondering what the probability of rolling multiple 6's or higher (6-10) on four 10-sided dice, five 10-sided dice, etc. up to nine 10-sided dice.   As well, what the probability of rolling a 7 or higher, 8 or higher, 9 or higher on the same sets of dice as mentioned above.   Something like; %chance rolling 3 of 6-10 on 4d10, %chance rolling 3 of 7-10 on 4d10, %chance rolling 3 of 8-10 on 4d10, %chance rolling 3 of 9-10 on 4d10, etc.  %chance rolling 3/4/5 of 6-10 on 5d10... etc.  I've tried creating some functions on AnyDice, but I either can't get the function(s) to work, or I fear I may be misunderstanding my results.  How do I make this work?
96057
What I'm looking to do is create a 10-sided die, specifically in the shape of a 'pentagonal trapezohedron', i.e., a polyhedron that has 10 kite shaped sides.  With the following link I was able to produce a d4, d6, d8, d12, d20, &amp; d30:   What I'm looking for is something similar for a 10-sided die.  Thanks
94200
I need to summon about 16 mobs at once. But I don't want to use 16 command blocks. So I want to know: Is it possible so use /summon to summon 16 Zombies at once?