Here's a little classification system I like to use when describing casinos: First, the Payment Systems: Arranged from least to most popular. Grass drop - Used for manual casinos. The player drops their payment to the owner. Pros - No processing required Cons - Owner may have had grass in their inventory before the drop and this may cause a miscount Owner must be present Hopper - Player drops their payment into a hopper for processing. Pros - High profit threshold (can have a large storage system underneath) Some players trust hoppers more (I've heard it been said) Can be covered by a slab to look nicer Can be accessed by all members of a coop Cons - With the server's hopper mechanics, the redstone required for single-item filtration is quite elaborate To avoid complicated redstone, the owner would have to charge 16 grass at a time, as this is what hoppers operate with Hoppers are slow Requires (of my knowledge) at least 3 hoppers to function, going toward the hopper limit Chest-shop - The player purchases a cheap item (such as cobble) as a 'spin' from a chest-shop. Pros - Fast processing of payment Easy to set up or change price Only uses one hopper Cons - Requires restocking Requires some understanding of redstone to operate/set up the actual system Has a 53 stack maximum profit (which tbh is quite a lot ;p) If you use it in a coop, only the chest-shop owner can access the profits (which is usually fine because they are probably the one restocking it) The Casino Types: Arranged from most to least owner maintenance. Manual - Requires both the owner and player to be present in order for the system to function. Example (s) - Grass/flower casinos Pros - Cheap to make Easy to make Often has no redstone Owner can provide support or explanation if required Cons - Cannot be used while owner is away 'Too simple' Semi-automatic - Can function when the owner is away, but cannot be spammed (one spin at a time) Example (s) - Some slot machines More complicated 'casino games' Pros - More fun for the player Can be used when owner is away Cons - Cannot be spammed Have to be fun otherwise it's just a slow casino Automatic - Can function when the owner is away and can be spammed (but will eventually stop) Example (s) - Dropper casinos 'Casino games' with automatic re-spin Pros - When made well, these are fast and reliable Can be spammed Good for players there just to win the prize with no funny business in between Cons - (All rather minor, except the third one) Prizes can/will run out eventually Payment system may fill eventually Can be difficult to get a good builder for one of these/can be expensive to purchase Requires a sound understanding of redstone to construct Requires some understanding of redstone to manipulate Renewable [automatic] - Payment directly feeds into the prize system, cannot use a chest-shop payment system (subset of automatic) Example (s) - Automatic grass/flower casino Automatic casinos with betting or random number generation Pros - If the owner quit or forgot about it, it will continue functioning until it fills up Often entertaining Good for simulating real-life betting Very low owner maintenance, no prizes to have to refill Cons - While the outcome is random, there is no variation in the actual prize, you will just be gaining/losing what you paid. Redstone is quite complicated and requires more than one hopper Cannot use a chest-shop, so it is slower than automatic casinos Might add more later, idk, but I hope this helps you understand what I mean when I ask 'what type is it?'
a line of grass and bonemeal, then the odds would be if a user got a flower or something they get 1 grass