Here's a very simple idea to improve the use of hoppers: the Filter Chest.
The Filter Chest behaves exactly like a regular chest until you power it with redstone. When that happens hoppers can only add more of the same items already in the chest.
For example, let's say you have a stack of sand and a stack of cobblestone in a Filter Chest. A hopper can put more sand and cobblestone in, but can't put in any other items.
This would also let you filter non-stackable items too. For example, let's say you have a Filter Chest with a diamond sword and a fire resistance I potion. When the chest is powered hoppers would only be able to place more diamond swords and fire resistance I potions. Not any other kind of sword, or any other kind of potion.
Just like a regular chest the Filter Chest would have 27 slots. So you can make the chest accept up to 27 different items, or limit it to a smaller number.
When the Filter Chest is unpowered hoppers can place anything inside, if there's room. Players would also be able to manually add or remove items at any time.
This addition would open up a world of possibility, and allow for much more advanced farms and item sorting systems.
For example, let's say you have a Filter Chest with a diamond sword and a fire resistance I potion. When the chest is powered hoppers would only be able to place more diamond swords and fire resistance I potions. Not any other kind of sword, or any other kind of potion.
I love the idea, but I've got a few questions.
How are enchantments are durability handled? From what I understand, they work on the same damage value concept (or, at least the durability does) as potions. How does the chest handle these? Are these just exceptions?
How are enchantments are durability handled? From what I understand, they work on the same damage value concept (or, at least the durability does) as potions. How does the chest handle these? Are these just exceptions?
It probably shouldn't take damage levels into account, because there are so many different possibilities. If it does the only distinction it should make is between "fully intact" and "used", with used including every possible damage level. Not sure if it should do that though.
I'm kind of on the fence about enchantments too, but I figure if it can analyze potions it should probably also compare enchantments.
So I could filter a zombie grinder to give me only iron stuff, and ditch the rotten flesh? Sounds useful.
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When will Minecraft stop updating? When pigs fly over the frozen plains of hell, twice in a blue moon, while Taylor Swift sings a song called, "Maybe I'm the Problem".
The problem I see is that if you want to empty the chest for some reason you lose all your filters. I think filtering would work better as a special slot in the hopper.
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I think this would be easier if instead of getting "Filter Chests" you got a "Filter Pipe" that when you click on it a GUI pops out with 5 slots to choose the stuff you want to get in the chest. Above this filter you need to place a hopper with the items so they can go into the chest, just as you can do with different modpacks such as Feed The Beast
The problem I see is that if you want to empty the chest for some reason you lose all your filters. I think filtering would work better as a special slot in the hopper.
Most filters now face the same issue, and they use comparators to measure how full the container is and prevent hoppers from draining too many items.
I like the general idea, and sorry to attack amazing threads by you, Hexahedron, but your example says the chest has Sand and Cobblestone in it, and hoppers can only add Sand and Gravel.
i think this is a great idea, except for the interface... i think it would be limited to one row (nine items) that you could filter, and a smaller inventory. or, this could work like the diamond pipe in build craft (i think its in build craft). anyway, im not shure about it, but whatever decisions Mojang makes, i guess we will have to live with it! happy modding, minecraft community!
I think the result your after is great but I have a problem with the process - If the chest is filtering then the hopper that I assume is being used to put items into the chest will be clogged with rejected items, filling the 5 slots and stopping the process.
Filtering surely needs to be done by the hopper, possibly making the hopper able to connect to 2 outputs (else what happens to the rejected items). One for allowed/disallowed items and another for everything else.
The problem with this is that the game designers are resisting using GUI on items and the hopper filter would need a GUI to do this. Simply having 4 or 5 slots in the GUI that selected items can be placed in and an on/off for allowing the selected items through output 1 or output 2.
I think the result your after is great but I have a problem with the process - If the chest is filtering then the hopper that I assume is being used to put items into the chest will be clogged with rejected items, filling the 5 slots and stopping the process.
Filtering surely needs to be done by the hopper, possibly making the hopper able to connect to 2 outputs (else what happens to the rejected items). One for allowed/disallowed items and another for everything else.
The problem with this is that the game designers are resisting using GUI on items and the hopper filter would need a GUI to do this. Simply having 4 or 5 slots in the GUI that selected items can be placed in and an on/off for allowing the selected items through output 1 or output 2.
Rather than an on/off, which Mojang is unlikely to add, perhaps it could just default to filtered items going down? In the case of downwards hoppers it would use the first (determined by some arbitrary quirk, NESW is as good as any) sideways output it can find.
The Filter Chest behaves exactly like a regular chest until you power it with redstone. When that happens hoppers can only add more of the same items already in the chest.
For example, let's say you have a stack of sand and a stack of cobblestone in a Filter Chest. A hopper can put more sand and cobblestone in, but can't put in any other items.
This would also let you filter non-stackable items too. For example, let's say you have a Filter Chest with a diamond sword and a fire resistance I potion. When the chest is powered hoppers would only be able to place more diamond swords and fire resistance I potions. Not any other kind of sword, or any other kind of potion.
Just like a regular chest the Filter Chest would have 27 slots. So you can make the chest accept up to 27 different items, or limit it to a smaller number.
When the Filter Chest is unpowered hoppers can place anything inside, if there's room. Players would also be able to manually add or remove items at any time.
This addition would open up a world of possibility, and allow for much more advanced farms and item sorting systems.
I love the idea, but I've got a few questions.
How are enchantments are durability handled? From what I understand, they work on the same damage value concept (or, at least the durability does) as potions. How does the chest handle these? Are these just exceptions?
|:-{D
It probably shouldn't take damage levels into account, because there are so many different possibilities. If it does the only distinction it should make is between "fully intact" and "used", with used including every possible damage level. Not sure if it should do that though.
I'm kind of on the fence about enchantments too, but I figure if it can analyze potions it should probably also compare enchantments.
When will Minecraft stop updating? When pigs fly over the frozen plains of hell, twice in a blue moon, while Taylor Swift sings a song called, "Maybe I'm the Problem".
Mostly moved on. May check back a few times a year.
That's right. If the Filter Chest contains gravel, when the Filter Chest is powered only more gravel can be put in by hoppers.
If the power is off then hoppers can put in anything.
Most filters now face the same issue, and they use comparators to measure how full the container is and prevent hoppers from draining too many items.
Mostly moved on. May check back a few times a year.
Perhaps a trapped chest + comparator.
Filtering surely needs to be done by the hopper, possibly making the hopper able to connect to 2 outputs (else what happens to the rejected items). One for allowed/disallowed items and another for everything else.
The problem with this is that the game designers are resisting using GUI on items and the hopper filter would need a GUI to do this. Simply having 4 or 5 slots in the GUI that selected items can be placed in and an on/off for allowing the selected items through output 1 or output 2.
Ditto.
Mostly moved on. May check back a few times a year.