I was really impressed, as it's the first time someone points out this big flaw.
So I tried making a 1 wide tileable design that would get rid of the overflow, this is the result:
1st points backward, 2nd shouldn't point to any other hopper, 3rd points right, 4th points backward, 5th points down or right.
The 1st hopper, as usual, is the one that makes all the items flow above the filtering hoppers.
The 2nd hopper, as usual, is the one that takes the desired item from the 1st hopper.
The 3rd hopper unlocks when the 2nd takes items as usual, but it also functions as junction.
The 5th hopper takes the items from the 3rd and stores them away before items can flow in the 4th (the 5th also locks but it doesn't matter).
The 4th hopper gets items only when the 5th is full and sends this overflow away to get eliminated or what ever you set up at the end.
I was really impressed, as it's the first time someone points out this big flaw.
So I tried making a 1 wide tileable design that would get rid of the overflow, this is the result:
1st points backward, 2nd shouldn't point to any other hopper, 3rd points right, 4th points backward, 5th points down or right.
The 1st hopper, as usual, is the one that makes all the items flow above the filtering hoppers.
The 2nd hopper, as usual, is the one that takes the desired item from the 1st hopper.
The 3rd hopper unlocks when the 2nd takes items as usual, but it also functions as junction.
The 5th hopper takes the items from the 3rd and stores them away before items can flow in the 4th (the 5th also locks but it doesn't matter).
The 4th hopper gets items only when the 5th is full and sends this overflow away to get eliminated or what ever you set up at the end.
This is pretty clever and I am sure I could come up with a one wide elimination system that would link to the 4th hopper. Add a couple more double chests and we may have the most compact and reliable sorting system out there.
This is pretty clever and I am sure I could come up with a one wide elimination system that would link to the 4th hopper. Add a couple more double chests and we may have the most compact and reliable sorting system out there.
The point is that when this system is tiled each 4th hopper sends overflow items backwards to the other 4th hopper and so you only need 1 elimination system at the end, not 1 per tile.
Just noticed that I made a mistake, those repeaters need to be set to 2 ticks or else the torches can burnout.
The point is that when this system is tiled each 4th hopper sends overflow items backwards to the other 4th hopper and so you only need 1 elimination system at the end, not 1 per tile.
Yes thats exactly what I did. Video coming very soon, I credited you in it. If you have a youtube channel or what ever you can tell me and I'll add it in the description.
Could you make a tutorial that has no vid?
cuz I have slow internet..
Sorry, I won't do a step by step tut using screenshot. It's a shame you're having problem loading videos, but try to load just certain parts of the video where we can clearly see every parts of the system and try to figure out by yourself.
I used your design, and have the items feeding through furnaces to cook food and smelt ores, then into your tileable sorting system. Also have another chest that bypasses the furnaces for the non-smeltable items that need sorting. It has been pretty awesome so far.
I cut several corners building one on my survival server, But it is coming along nicely. Should be done with it as soon as I get a little bit more iron. I will post some screens when I finish it.
I used your design, and have the items feeding through furnaces to cook food and smelt ores, then into your tileable sorting system. Also have another chest that bypasses the furnaces for the non-smeltable items that need sorting. It has been pretty awesome so far.
I cut several corners building one on my survival server, But it is coming along nicely. Should be done with it as soon as I get a little bit more iron. I will post some screens when I finish it.
Love the design and Kudos ^^
Glad you found it useful! Linking it to furnaces is a pretty cool idea too.
I was really impressed, as it's the first time someone points out this big flaw.
So I tried making a 1 wide tileable design that would get rid of the overflow, this is the result:
1st points backward, 2nd shouldn't point to any other hopper, 3rd points right, 4th points backward, 5th points down or right.
The 1st hopper, as usual, is the one that makes all the items flow above the filtering hoppers.
The 2nd hopper, as usual, is the one that takes the desired item from the 1st hopper.
The 3rd hopper unlocks when the 2nd takes items as usual, but it also functions as junction.
The 5th hopper takes the items from the 3rd and stores them away before items can flow in the 4th (the 5th also locks but it doesn't matter).
The 4th hopper gets items only when the 5th is full and sends this overflow away to get eliminated or what ever you set up at the end.
Great design, and I especially appreciate that you posted it as a simple annotated drawing and not as a video. I also appreciated being bludgeoned over the head with how analog redstone creates new circuit possibilities!
Anyway, Live__AI's awesome design can pretty trivially be placed face-to-face to get two items sorted per 1-wide unit. This would make it simpler to flow down to a chest arrangement with 2 vertically stacked chests per 1-block width, halving the size of the final storage room!
The arrangement is identical, except that the top hopper (hopper 1 from Live__AI's diagram) now points either sideways or away, plus a hopper in the middle, so the top row forms a zig-zag pattern.
Anyway, Live__AI's awesome design can pretty trivially be placed face-to-face to get two items sorted per 1-wide unit. This would make it simpler to flow down to a chest arrangement with 2 vertically stacked chests per 1-block width, halving the size of the final storage room!
Following this suggestion, I have made a mockup in a creative world. Each tile holds lots of four different item types. However, each tile costs at least 133 logs and 166 iron ingots (along with some less strenuous other costs.) I've only shown a pair of tiles here, and I've omitted the hopper pipe that would connect the two feeder pipes up top.
The green wool could be replaced with any block, but needs to be there to support the redstone.
The pink wool could be anything, including air.
The slabs and stairs are decorative and have no effect on the function of the system.
Rollback Post to RevisionRollBack
I play on Defenestration.co. It's a mature, well-maintained vanilla survival server focusing on long-term stability and ownership of your own data. Join us or just come see the sights. You've really got to see our public rail system.
That's pretty cool, but how would you connect all this to a single hopper line? Right now there is two hopper lines on top of the chests, that not very handy and the only way I can think of to link those lines together would take a ton of hopper and would make to process of filling the chests extremely slow. I like how the chests are set up, look great from the storage room and its pretty compact, but not very survival friendly.
I'll try to mess with the design a little bit more, I am at the point of actually building my design in my server, so I should be able to figure out the best way to set this thing up in survival.
That's pretty cool, but how would you connect all this to a single hopper line? Right now there is two hopper lines on top of the chests, that not very handy and the only way I can think of to link those lines together would take a ton of hopper and would make to process of filling the chests extremely slow. I like how the chests are set up, look great from the storage room and its pretty compact, but not very survival friendly.
Adeilt's picture omits the top level of my version of Live__AI's design, where each side is one hopper line. You'd need to bridge one side to the other at the end, but when you're already sorting several dozen items, the extra hoppers to connect the two lines won't be a large relative hit to speed and cost.
For my survival version, I had the two-item-per-width design wrapped around the outside of a large room, for 80 sorted items, with the first step rejecting snowballs, so they can't get into the system and mess up the sorter chests.
The denser storage is more survival friendly because it compresses more capacity into a smaller space and needs a smaller building to house it. Speed isn't really an issue because all you really want is to dump an inventory-load of items into it, walk away, and come back with it all sorted. The biggest limiting factor to throughput will always be the speed of the first hopper emptying the input chest. The rest of the system processes items as fast as they come in, with a fixed delay for items farther down the sorting line.
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So I tried making a 1 wide tileable design that would get rid of the overflow, this is the result:
1st points backward, 2nd shouldn't point to any other hopper, 3rd points right, 4th points backward, 5th points down or right.
The 2nd hopper, as usual, is the one that takes the desired item from the 1st hopper.
The 3rd hopper unlocks when the 2nd takes items as usual, but it also functions as junction.
The 5th hopper takes the items from the 3rd and stores them away before items can flow in the 4th (the 5th also locks but it doesn't matter).
The 4th hopper gets items only when the 5th is full and sends this overflow away to get eliminated or what ever you set up at the end.
This is pretty clever and I am sure I could come up with a one wide elimination system that would link to the 4th hopper. Add a couple more double chests and we may have the most compact and reliable sorting system out there.
The point is that when this system is tiled each 4th hopper sends overflow items backwards to the other 4th hopper and so you only need 1 elimination system at the end, not 1 per tile.
Yes thats exactly what I did. Video coming very soon, I credited you in it. If you have a youtube channel or what ever you can tell me and I'll add it in the description.
cuz I have slow internet..
Sorry, I won't do a step by step tut using screenshot. It's a shame you're having problem loading videos, but try to load just certain parts of the video where we can clearly see every parts of the system and try to figure out by yourself.
I used your design, and have the items feeding through furnaces to cook food and smelt ores, then into your tileable sorting system. Also have another chest that bypasses the furnaces for the non-smeltable items that need sorting. It has been pretty awesome so far.
I cut several corners building one on my survival server, But it is coming along nicely. Should be done with it as soon as I get a little bit more iron. I will post some screens when I finish it.
Love the design and Kudos ^^
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Glad you found it useful! Linking it to furnaces is a pretty cool idea too.
Great design, and I especially appreciate that you posted it as a simple annotated drawing and not as a video. I also appreciated being bludgeoned over the head with how analog redstone creates new circuit possibilities!
Anyway, Live__AI's awesome design can pretty trivially be placed face-to-face to get two items sorted per 1-wide unit. This would make it simpler to flow down to a chest arrangement with 2 vertically stacked chests per 1-block width, halving the size of the final storage room!
The arrangement is identical, except that the top hopper (hopper 1 from Live__AI's diagram) now points either sideways or away, plus a hopper in the middle, so the top row forms a zig-zag pattern.
Following this suggestion, I have made a mockup in a creative world. Each tile holds lots of four different item types. However, each tile costs at least 133 logs and 166 iron ingots (along with some less strenuous other costs.) I've only shown a pair of tiles here, and I've omitted the hopper pipe that would connect the two feeder pipes up top.
The green wool could be replaced with any block, but needs to be there to support the redstone.
The pink wool could be anything, including air.
The slabs and stairs are decorative and have no effect on the function of the system.
I'll try to mess with the design a little bit more, I am at the point of actually building my design in my server, so I should be able to figure out the best way to set this thing up in survival.
Adeilt's picture omits the top level of my version of Live__AI's design, where each side is one hopper line. You'd need to bridge one side to the other at the end, but when you're already sorting several dozen items, the extra hoppers to connect the two lines won't be a large relative hit to speed and cost.
For my survival version, I had the two-item-per-width design wrapped around the outside of a large room, for 80 sorted items, with the first step rejecting snowballs, so they can't get into the system and mess up the sorter chests.
The denser storage is more survival friendly because it compresses more capacity into a smaller space and needs a smaller building to house it. Speed isn't really an issue because all you really want is to dump an inventory-load of items into it, walk away, and come back with it all sorted. The biggest limiting factor to throughput will always be the speed of the first hopper emptying the input chest. The rest of the system processes items as fast as they come in, with a fixed delay for items farther down the sorting line.