The Meaning of Life, the Universe, and Everything.
Join Date:
5/25/2011
Posts:
57
Minecraft:
Fatal_Gear
Xbox:
Fauxreguard
Member Details
Started playing around on the snapshot, and unfortunately one of the features I was hoping for with the hopper isn't implemented (yet?) -- a filter that checks for specific items. This probably won't do you any good in Survival, but it's something I find really useful for adventure maps.
This is simple. All you need is a hopper (two if you want some added security) and a comparator. Essentially it's a very basic item filter that will only accept a particular item, and power on when one is placed in it. First, set up your hopper(s) and comparator like so:
One feature of the comparator is that when placed with a container at its input, it will output a signal relative to how full the container is. Well, with a hopper, the output will remain OFF until 22 items are loaded into it. So, we set up our hopper like this, with exactly 21 items, being sure to divide them across all 5 inventory slots:
In this example, I'm using up 4 slots with 5 heads each. That's 20 of our 21 items. The last slot holds a single block of smooth sandstone. That's the item that our "detector" is looking for. If you throw anything other than a head or a block of sandstone into the top hopper, it will not be transferred to the lower hopper. Since heads are unobtainable by any normal means, the only thing our player will be able to successfully pass to the bottom hopper is another block of sandstone. When a block of sandstone is thrown into the top hopper, it passes through and becomes the 22nd item in the bottom hopper. This will cause the comparator to click ON and output a signal (with a strength of 1, but it can be boosted with a repeater).
And there you have it. A simple item detector. You can change the sandstone block to diamonds, gold ingots, whatever you want. You can then use this to trigger a dispenser or a /give command block to form a shop or a trading quest in your adventure maps!
If you want to make the circuit more expensive to activate, you can remove some of the buffer items (in our case, heads) from the hopper as long as you leave at least 1 in each of the 4 other slots. This will let you make a shop that charges, say, 5 gold for a platebody but only 2 gold for a helmet. Be creative!
Unfortunately I haven't figured out a perfect reset mechanic yet. I'm throwing an idea around in my head, but I'll have to do some testing. Anyway, let me know what you guys think.
EDIT: I've come up with a way to reliably reset the circuit, pictured here:
It's possible for the item to be pulled out of the hopper and destroyed by hooking up a chest minecart on a short looped track. When the item is detected and the circuit triggers, it sends the minecart around. It will pass under the hopper just long enough to pull out 1 item from the first slot. When the minecart hits the end of the track, there's another hopper under the track that pulls the item into a dispenser, which will spit it into a cactus and get rid of it. This makes the circuit trigger every time X item is dropped into the hopper, and the items being dropped are destroyed at the other end so they don't build up and clog the mechanism. This lets you to make a "shop" of sorts that has unlimited stock. In this example, whenever you drop a gold nugget into the hopper, the Command block will trigger and give you 20 pieces of coal. Voila: a simple, reliable shop.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/25/2011
Posts:
57
Minecraft:
Fatal_Gear
Xbox:
Fauxreguard
Member Details
I updated the first post with a mechanic to auto-reset the circuit. It's less complicated than I was expecting it to be, but it doesn't yet account for charging more than 1 of an item to trip the circuit like the simpler, non-reset version does. In those instances it would be possible to instead make use of some kind of counter off of the output. It pulses each time the desired item is dropped into it, so you can take that how you will.
Anyways pretty cool design. Can't wait for the full update.
That was my thought, it's all built with stuff already in the snapshot... I mean, I guess my suggestion would be "add a filter option", but there's an alright chance they're already working on it. Either way, this is to show off what can already be done with it.
Something else I discovered: you can use this to detect named items that you rename with an anvil. In the map I'm working on right now, there's a factory area that says it's "closed for inspection". So I took a sheet of paper and renamed it "Inspector's Badge". Then I rigged up one of these to check if you throw said item into it. If you throw in the badge, it opens the door to the factory. Regular, unnamed sheets of paper won't be accepted by the hopper. In theory you could use this to have an unlimited amount of different plot/key items for your map, even using the same base item. Like you could have different sheets of paper be things like "Contract" or "King's Letter", etc. and each one would only be accepted in one specific place, even though they're all paper. This is shaping up to be a really cool update.
Ingenious! This is exactly what I was looking for, and it's just what I need for an adventure map I'm making. Thanks!
Rollback Post to RevisionRollBack
Hey, player: You've got about 20 seconds before I show up in your living room and have a little chat with ya'... or say another low ammo quote! ---Tank Dempsey
i made it but i put 22 thing in the hopper and didnt get any output. but when i put one thing it i got an output but it was VERY weak. only went one block! any suggestions?
Penguin.. This is a old thread created when hoppers were first introduced.
The output of comparators have since changed, but the basic concept demonstrated is still the same as what is used for the current methods of stackable item sorters.
These pull items from a hopper pipeline, and uses the comparator output to de-power a hopper below the item sorting hopper, to pull out the just added item so as to auto reset the system. A number of Youtube videos demonstrate it.
One of the best is this one by DrankisDank, that includes expandable (optional) storage.
The ultimate video is a simply massive item sorting system created by the ZipKrowd team, and published by JL2579. That system handles hundreds of item types, and even deals with 'bulk storage' items types. It even handles overflow of the storage system, and partly deals with non-stacking items. However due to the lag of using hopper pipelines, it instead uses a fancy water stream method of item transport above the sorting hoppers, which is the latest innovation may by ZipKrowd members.
Now for unstackable items there are methods of separating some things like potions, but not for generally unstackable things like armour, weapons, and specific potions.
To have an endless loop you'll need a switch-track device ( ) bad video but you get idea.
Instead of a lever use a pressure plate with lots of repeaters delaying the signal.
> The cart is going on a track that doesn't go beneath the dropper
> Push it to the side
> It goes beneath the dropper
> It's in a loop
> it'll get back to the track but won't go beneath the dropper again
Once you can't link two tracks one of them you could make the cart to fall on the endless one, get it?
Old thread I know but not much innovation has been made in getting an automated shop using an item filter to detect currency being able to charge more than one of the item...
I've been working on it at length and I now have a working prototype that can charge two items and a working prototype of a shop that charges 3 of the filtered currency.
I'm pretty proud of my three item cost build as it allows for speed loading of the three units and has a system reset built in.
I am waiting until I figure out how to wire it into the item frame selector store.
I want to see if I can make the first 4 positions charge 1 iron block for their item and the last three positions charge 2 iron blocks for their item...a day or two tinkering away from it now that I cracked the problem of charging more than one item
Try gold pressure plates. They provide redstone signal with power equal to the amount of items (up to 15). You can't use one on top of a hopper, since the signal from the plate will lock it, but you can place one on top of a solid block and put a hopper minecart underneath. You can either use activator rail to keep the minecart from sucking items in, or just have the minecart roll underneath when enough items are on the pressure plate. In order to filter items out, you can hide the pressure plate inside your circuit, using a dropper to drop items onto it. The dropper would be fed via an item filter. That way you can ensure that all items on top of the plate are currency. Using travelling hopper cart is preferrable, since you can either deliver the currency to the storage (once there is enough), or have a "return" button that will deliver it back to the player.
I currently have a redstone shop that uses an item frame selector menu and it charges 1 unit of currency. For the first four menu items and 2 units of currency for the last three menu items
64 currency can be loaded to receive 32 two unit products!!!
Message Gaming Bureau on Xbox one to check out my working price adjustment circuit!!!!
This is simple. All you need is a hopper (two if you want some added security) and a comparator. Essentially it's a very basic item filter that will only accept a particular item, and power on when one is placed in it. First, set up your hopper(s) and comparator like so:
One feature of the comparator is that when placed with a container at its input, it will output a signal relative to how full the container is. Well, with a hopper, the output will remain OFF until 22 items are loaded into it. So, we set up our hopper like this, with exactly 21 items, being sure to divide them across all 5 inventory slots:
In this example, I'm using up 4 slots with 5 heads each. That's 20 of our 21 items. The last slot holds a single block of smooth sandstone. That's the item that our "detector" is looking for. If you throw anything other than a head or a block of sandstone into the top hopper, it will not be transferred to the lower hopper. Since heads are unobtainable by any normal means, the only thing our player will be able to successfully pass to the bottom hopper is another block of sandstone. When a block of sandstone is thrown into the top hopper, it passes through and becomes the 22nd item in the bottom hopper. This will cause the comparator to click ON and output a signal (with a strength of 1, but it can be boosted with a repeater).
And there you have it. A simple item detector. You can change the sandstone block to diamonds, gold ingots, whatever you want. You can then use this to trigger a dispenser or a /give command block to form a shop or a trading quest in your adventure maps!
If you want to make the circuit more expensive to activate, you can remove some of the buffer items (in our case, heads) from the hopper as long as you leave at least 1 in each of the 4 other slots. This will let you make a shop that charges, say, 5 gold for a platebody but only 2 gold for a helmet. Be creative!
Unfortunately I haven't figured out a perfect reset mechanic yet. I'm throwing an idea around in my head, but I'll have to do some testing. Anyway, let me know what you guys think.
EDIT: I've come up with a way to reliably reset the circuit, pictured here:
It's possible for the item to be pulled out of the hopper and destroyed by hooking up a chest minecart on a short looped track. When the item is detected and the circuit triggers, it sends the minecart around. It will pass under the hopper just long enough to pull out 1 item from the first slot. When the minecart hits the end of the track, there's another hopper under the track that pulls the item into a dispenser, which will spit it into a cactus and get rid of it. This makes the circuit trigger every time X item is dropped into the hopper, and the items being dropped are destroyed at the other end so they don't build up and clog the mechanism. This lets you to make a "shop" of sorts that has unlimited stock. In this example, whenever you drop a gold nugget into the hopper, the Command block will trigger and give you 20 pieces of coal. Voila: a simple, reliable shop.
No. Stop.
Anyways pretty cool design. Can't wait for the full update.
That was my thought, it's all built with stuff already in the snapshot... I mean, I guess my suggestion would be "add a filter option", but there's an alright chance they're already working on it. Either way, this is to show off what can already be done with it.
Something else I discovered: you can use this to detect named items that you rename with an anvil. In the map I'm working on right now, there's a factory area that says it's "closed for inspection". So I took a sheet of paper and renamed it "Inspector's Badge". Then I rigged up one of these to check if you throw said item into it. If you throw in the badge, it opens the door to the factory. Regular, unnamed sheets of paper won't be accepted by the hopper. In theory you could use this to have an unlimited amount of different plot/key items for your map, even using the same base item. Like you could have different sheets of paper be things like "Contract" or "King's Letter", etc. and each one would only be accepted in one specific place, even though they're all paper. This is shaping up to be a really cool update.
Other than that very good job.
Good Luck To You.
-RedWire500
The output of comparators have since changed, but the basic concept demonstrated is still the same as what is used for the current methods of stackable item sorters.
These pull items from a hopper pipeline, and uses the comparator output to de-power a hopper below the item sorting hopper, to pull out the just added item so as to auto reset the system. A number of Youtube videos demonstrate it.
One of the best is this one by DrankisDank, that includes expandable (optional) storage.
The ultimate video is a simply massive item sorting system created by the ZipKrowd team, and published by JL2579. That system handles hundreds of item types, and even deals with 'bulk storage' items types. It even handles overflow of the storage system, and partly deals with non-stacking items. However due to the lag of using hopper pipelines, it instead uses a fancy water stream method of item transport above the sorting hoppers, which is the latest innovation may by ZipKrowd members.
Now for unstackable items there are methods of separating some things like potions, but not for generally unstackable things like armour, weapons, and specific potions.
Instead of a lever use a pressure plate with lots of repeaters delaying the signal.
> The cart is going on a track that doesn't go beneath the dropper
> Push it to the side
> It goes beneath the dropper
> It's in a loop
> it'll get back to the track but won't go beneath the dropper again
Once you can't link two tracks one of them you could make the cart to fall on the endless one, get it?
Old thread I know but not much innovation has been made in getting an automated shop using an item filter to detect currency being able to charge more than one of the item...
I've been working on it at length and I now have a working prototype that can charge two items and a working prototype of a shop that charges 3 of the filtered currency.
I'm pretty proud of my three item cost build as it allows for speed loading of the three units and has a system reset built in.
I am waiting until I figure out how to wire it into the item frame selector store.
I want to see if I can make the first 4 positions charge 1 iron block for their item and the last three positions charge 2 iron blocks for their item...a day or two tinkering away from it now that I cracked the problem of charging more than one item
Try gold pressure plates. They provide redstone signal with power equal to the amount of items (up to 15). You can't use one on top of a hopper, since the signal from the plate will lock it, but you can place one on top of a solid block and put a hopper minecart underneath. You can either use activator rail to keep the minecart from sucking items in, or just have the minecart roll underneath when enough items are on the pressure plate. In order to filter items out, you can hide the pressure plate inside your circuit, using a dropper to drop items onto it. The dropper would be fed via an item filter. That way you can ensure that all items on top of the plate are currency. Using travelling hopper cart is preferrable, since you can either deliver the currency to the storage (once there is enough), or have a "return" button that will deliver it back to the player.
I cracked it!
I currently have a redstone shop that uses an item frame selector menu and it charges 1 unit of currency. For the first four menu items and 2 units of currency for the last three menu items
64 currency can be loaded to receive 32 two unit products!!!
Message Gaming Bureau on Xbox one to check out my working price adjustment circuit!!!!