Unlike the Iron Hopper that drops items from its inventory from left to right, the Gold Hopper would always drop the item from its inventory with the highest count.
In the Gold Hopper "item sorter" design below, if any one of the items in its five slots exceeds 9, that item will drop back to down 9 before locking again, because of comparator's redstone signal. The Gold Hopper makes it possible to sort 5 items as a time, rather than 1; meaning it would take a lot less space and resources to sort items.
One of the reasons I am advocating for this is because of the number of block types we now have in Minecraft, item sorters are becoming larger and more ridiculous to build, and this small change would dramatically condense the work to sort every item in the game, while preserving the redstone item sorter design as is.
Funny enough, both designs below are currently holding 45 items, all that's missing is the change in behavior so that the Gold Hopper works as intended : )
I wonder what else could be built with Gold Hoppers?
For a while now Mojang been headed in the direction that different materials should serve different purposes (which I endorse), and a golden hopper which is an improved version of a regular iron hopper is probably out of question. Surely it would make item sorting more practical, but golden hoppers would basically improve on existing functionality rather than adding something particularly new.
Most of the hopper ideas I see are for adding a filter slot that only allows that material to be filtered through. I like your idea for golden hoppers more since it would make item sorters even easier (a highly-requested feature) and seems to be unlikely to glitch out and delete its contents. My one criticism would be that, although gold would be harder to obtain due to the (mostly) removal of gold farms in 1.16, gold is still fairly easy to obtain. Instead of using gold as an alternative that functions virtually the same, I'd rather see golden hoppers as direct upgrades that are crafted with the standard hopper recipe only instead with a hopper replacing the chest.
By the way, shouldn't you have given credit to Moonshiner and MrCrayfish for coming up with the idea and implementing it in a mod (respectively)?
It looks like the two ideas are fundamentally different. MrCrayfish's idea is for sorting non-stackable items whereas the OP wanted to simplify the already-existing hopper mechanics to make them multi-functional. Credit wouldn't be needed, especially for a mod the OP likely was not aware of. Even if that wasn't the case, it makes no sense to go out of your way to make sure your idea is original.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I wasn't aware of this person's video, but also their execution of how a Gold Hopper should function is pretty different; the only similarity is the gold.
In my version of the Gold Hopper the item with the highest capacity drops from the inventory, while in the video's design there is a inventory space to specify which items can pass; which means you can only sort 1 item while mine can sort 5.
Additionally the video's version gets rid of the need for redstone, which is not something I want to do. I agree with Mojang that things shouldn't be added to the game that get rid of the need for redstone, which is why I only tried to modify the behavior of the hopper, rather than giving it a job specific purpose.
Additionally the video's version of the Gold Hopper doesn't improve on my underlying goal of condensing item sorters, you would still need an individual gold hopper for every single item in the game.
Edit:
I edited my original post in hopes of making my suggestions more clear : )
Well, in a typical sorter, the filtering hopper does not 'push' anything. It is the hopper below it that removes an item whenever filtering hopper signal exceeds 2, and it pulls the item from the first available slot of the container. I suppose a 'golden hopper' can present its most filled slot as 'first available'.
A more interesting implementation might be the hopper that pulls not from the first available slot of its input container, but from the highest populated slot.
A more interesting implementation might be the hopper that pulls not from the first available slot of its input container, but from the highest populated slot.
That's what the OP is suggesting.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I tried my best to put this idea into my own words, and apparently failed at it so spectacularly you literally suggested the idea I was already trying to convey x'D
But yes! This is precisely what I want to see implemented
Unlike the Iron Hopper that drops items from its inventory from left to right, the Gold Hopper would always drop the item from its inventory with the highest count.
In the Gold Hopper "item sorter" design below, if any one of the items in its five slots exceeds 9, that item will drop back to down 9 before locking again, because of comparator's redstone signal. The Gold Hopper makes it possible to sort 5 items as a time, rather than 1; meaning it would take a lot less space and resources to sort items.
One of the reasons I am advocating for this is because of the number of block types we now have in Minecraft, item sorters are becoming larger and more ridiculous to build, and this small change would dramatically condense the work to sort every item in the game, while preserving the redstone item sorter design as is.
Funny enough, both designs below are currently holding 45 items, all that's missing is the change in behavior so that the Gold Hopper works as intended : )
I wonder what else could be built with Gold Hoppers?
.
For a while now Mojang been headed in the direction that different materials should serve different purposes (which I endorse), and a golden hopper which is an improved version of a regular iron hopper is probably out of question. Surely it would make item sorting more practical, but golden hoppers would basically improve on existing functionality rather than adding something particularly new.
By the way, shouldn't you have given credit to Moonshiner and MrCrayfish for coming up with the idea and implementing it in a mod (respectively)?
Most of the hopper ideas I see are for adding a filter slot that only allows that material to be filtered through. I like your idea for golden hoppers more since it would make item sorters even easier (a highly-requested feature) and seems to be unlikely to glitch out and delete its contents. My one criticism would be that, although gold would be harder to obtain due to the (mostly) removal of gold farms in 1.16, gold is still fairly easy to obtain. Instead of using gold as an alternative that functions virtually the same, I'd rather see golden hoppers as direct upgrades that are crafted with the standard hopper recipe only instead with a hopper replacing the chest.
It looks like the two ideas are fundamentally different. MrCrayfish's idea is for sorting non-stackable items whereas the OP wanted to simplify the already-existing hopper mechanics to make them multi-functional. Credit wouldn't be needed, especially for a mod the OP likely was not aware of. Even if that wasn't the case, it makes no sense to go out of your way to make sure your idea is original.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I wasn't aware of this person's video, but also their execution of how a Gold Hopper should function is pretty different; the only similarity is the gold.
In my version of the Gold Hopper the item with the highest capacity drops from the inventory, while in the video's design there is a inventory space to specify which items can pass; which means you can only sort 1 item while mine can sort 5.
Additionally the video's version gets rid of the need for redstone, which is not something I want to do. I agree with Mojang that things shouldn't be added to the game that get rid of the need for redstone, which is why I only tried to modify the behavior of the hopper, rather than giving it a job specific purpose.
Additionally the video's version of the Gold Hopper doesn't improve on my underlying goal of condensing item sorters, you would still need an individual gold hopper for every single item in the game.
Edit:
I edited my original post in hopes of making my suggestions more clear : )
I stand corrected. The item idea was similar enough that I jumped to conclusions, which I can see now were clearly wrong.
I'm sorry to suggest you got the idea from someone else.
Well, in a typical sorter, the filtering hopper does not 'push' anything. It is the hopper below it that removes an item whenever filtering hopper signal exceeds 2, and it pulls the item from the first available slot of the container. I suppose a 'golden hopper' can present its most filled slot as 'first available'.
A more interesting implementation might be the hopper that pulls not from the first available slot of its input container, but from the highest populated slot.
That's what the OP is suggesting.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I tried my best to put this idea into my own words, and apparently failed at it so spectacularly you literally suggested the idea I was already trying to convey x'D
But yes! This is precisely what I want to see implemented