Apparently, you need a checker, making it more memory than the vending machine, so don’t use a button. Use something like a prop, when prop destroyed, grant itemJust use the negative sign to subtract. When the button pressed, subtract if it doesn’t work. It doesn’t work, no harm, no foul. If it does work, then you can use another item granter to grant the item. It’ll save you about 15 memory. If you want to use all the fancy functions of the vending machines like stock and funding, there is no point in you to continue reading. Since it has stock, funding, and a few other functions the item granters don’t have, this is just a suggestion. Another alternative is the crafting table. It’s basically the same as the vending machine. It’s only more memory efficient when you have multiple vending machines as the crafting table and recipes take more memory then a single vending machine, but in the long run, might save you some memory.
Triggers and Wire Repeaters
People (not everyone), often use triggers like in wires to set a delay and what not. If all you’re doing is wiring it to a trigger and wiring it to another device, just use the wire repeater as you can save on memory and it also has a delay.
Lifecycle
Lifecycles are a commonly used device and are pretty memory efficient. But if you want to use the function when player knocked out or when player knocks out, just use the KOM (Knockout Manager) as it takes less memory and has more settings.
that button+checker+item granter+negative item granter method actually takes up more memory (vending machine is 125, and that system is 50+3 x 35, which is 155 memory)
I’m just gonna say… (the repeater all over again, ugh!) that maybe it would be easier for beginners to understand. The redundant devices all have a purpose. I think that it is for teaching beginners.