Does sand and gravel have the same block id or am I missing something?
I was just using sand and gravel as an example. It can work with any blocks or items. When powered the chest will only take more of the same stuff already in it, but since it has 27 slots it can take multiple things.
If a Filter Chest contains mossy cobblestone, watermelon slices, arrows, cooked chicken, and a compass, when its powered it will only accept more mossy cobblestone, watermelon slices, arrows, cooked chickens, and compasses.
I'm on to that point, however it says cobblestone not gravel.
Whoops, that was a mistake. Thanks for helping me correct it!
Yeah, sand and gravel are counted separately. Even similar blocks like birch and oak, or stone bricks and mossy stone bricks, would be viewed as separate blocks.
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.
The nice thing about this system though is that you could automate filter changing. As opposed to a GUI, where the player is required to manually select the item.
You could use comparators to avoid draining more than a certain amount of any one item. It requires a bit of redstone engineering if you want to be able to sort many items in just one chest though. Although you know, what would be really handy is an anti-filter chest that accepts everything but what it already has. The filter chest and the anti-filter chest together would be very potent.
The nice thing about this system though is that you could automate filter changing. As opposed to a GUI, where the player is required to manually select the item.
What I'm advocating is a filter slot exactly like the Allocator has.
How is it going to know whether you're trying to add a new filter or trying to filter the item? Automatic changing of filters doesn't work well if you have storage in the same block.
You could use comparators to avoid draining more than a certain amount of any one item. It requires a bit of redstone engineering if you want to be able to sort many items in just one chest though. Although you know, what would be really handy is an anti-filter chest that accepts everything but what it already has. The filter chest and the anti-filter chest together would be very potent.
It's a lot of effort to got through to avoid losing your filters all the time.
It's a lot of effort to got through to avoid losing your filters all the time.
Not if you use comparators and stick to filtering one item per chest. Then you can just copy the system for filtering stackable items. For example you could have a filter chest meant to accept diamond swords.
The hopper beneath it can automatically turn off when the filter chest only has one diamond sword left. That way you never ruin the filter.
It does keep many of the downsides of current filters though (bulky, costly) but with the added benefit of being to sort non-stackable items too. So I can understand why people might want the more convenient allocator filter, but I think Mojang is more likely to add a less powerful filter component like this than a more advanced complete filter built into the hopper.
Engineering also gets a LOT simpler though if you just want the correct items to go in the filter chest, and they're your ultimate storage destination, rather than just a way of routing the items elsewhere. Then it'd be easy to make a storage room where items pass through hoppers above each chest until they reach the right one.
Not if you use comparators and stick to filtering one item per chest. Then you can just copy the system for filtering stackable items. For example you could have a filter chest meant to accept diamond swords.
There's the matter of fitting all those components into your design without it affecting anything.
... I can understand why people might want the more convenient allocator filter, but I think Mojang is more likely to add a less powerful filter component like this than a more advanced complete filter built into the hopper.
Engineering also gets a LOT simpler though if you just want the correct items to go in the filter chest, and they're your ultimate storage destination, rather than just a way of routing the items elsewhere. Then it'd be easy to make a storage room where items pass through hoppers above each chest until they reach the right one.
The simplicity of the allocator filter is what makes it work. You're adding a needlessly frustrating feature in exchange for multiple filters. (Allocator style hopper filter could have multiple filters but I disregard it for balance reasons.) With a single filter allocator method you line up a bunch of hoppers and actually make use of the minecart system to consolidate the items.
Easier solution, just place one of every item you want in a slot in the chest and fill each slot. //filtercomplete.
That kind of storage system would be very easy with this. Just connect a hopper to each filter chest in your base, and let a water current carry the items over each hopper. Everything would end up in the right filter chest, as long as you make sure to always keep at least one of everything in each chest.
{ EDIT }
I found a machine before that accepts diamonds and others too but if you drop the other items (not diamond) it will go to a dropper and drops to you.
I imagined of this like:
O
RHC
H=Hopper
R=Redstone
C=Chest
And if the "O" are diamonds, the hopper will accept it. And if the "O" are not diamonds, it will stay there or bounce. Am I right?
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Your idea is good, but not perfect. For exsample, wha happened if i got a minecart in the chest, and the hopper then fills it with other minecarts
But then another hopper take the minecrats outside the chest, and it also takes the first minecart? The chest wont work then.
It can happen alot. You need to change the idea that the filters items have diffrent slots that cant be taken from by another hopper.
Item sorters only work with stacks of items. The idea here is that you'd be able to detect non-stackable items like tools, armor, and potions.
Plus it would be way more compact and powerful than current item sorters. A single filter chest could detect and accept literally dozens of different types of items.
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My suggestion would be to create a "router" block.
You would attach this (like a hopper) to any kind of container. This will be its input.
It will automatically attach to any other surrounding containers, which would serve as outputs.
You'd then open it up and, in the GUI, place whatever items you want it to route.
Then, whenever a defined item is found in the input container, it's taken and sent, round-robin, through the outputs.
If it has a redstone charge it works opposite; it'll grab any items from the input container that AREN'T among those defined in the GUI.
Unlike hoppers, filters would NOT be considered a container. This would prevent filters from connecting to other filters directly, thereby avoiding any logic mess.
That being said, this would be an expensive item to create. My suggestion would be:
Stone - Hopper - Stone
Dropper - Comparator - Dropper
Stone - Dropper - Stone
Alternatively it could require Dispensers instead of Droppers, to increase its cost even more. (+3 bows)
I think that would adequately represent the 1-input, multi-output nature of it, as well as the logical complexity involved.
If this were added, you can bet SethBling or somebody would come up with a way to use the chest to kill the Ender Dragon with one hit, be able to get sponge in survival, and summon a giant hamster into your world.
And it would be the BEST. THING. EVER.
Supported! This would actually be really cool for mob farms and such, great idea!
I was just using sand and gravel as an example. It can work with any blocks or items. When powered the chest will only take more of the same stuff already in it, but since it has 27 slots it can take multiple things.
If a Filter Chest contains mossy cobblestone, watermelon slices, arrows, cooked chicken, and a compass, when its powered it will only accept more mossy cobblestone, watermelon slices, arrows, cooked chickens, and compasses.
Whoops, that was a mistake. Thanks for helping me correct it!
Yeah, sand and gravel are counted separately. Even similar blocks like birch and oak, or stone bricks and mossy stone bricks, would be viewed as separate blocks.
How about a hooper and chest? As a hopper is the closest thing to a filter we have, why not use that? Anyways, Support.
The nice thing about this system though is that you could automate filter changing. As opposed to a GUI, where the player is required to manually select the item.
You could use comparators to avoid draining more than a certain amount of any one item. It requires a bit of redstone engineering if you want to be able to sort many items in just one chest though. Although you know, what would be really handy is an anti-filter chest that accepts everything but what it already has. The filter chest and the anti-filter chest together would be very potent.
How is it going to know whether you're trying to add a new filter or trying to filter the item? Automatic changing of filters doesn't work well if you have storage in the same block.
It's a lot of effort to got through to avoid losing your filters all the time.
Mostly moved on. May check back a few times a year.
Not if you use comparators and stick to filtering one item per chest. Then you can just copy the system for filtering stackable items. For example you could have a filter chest meant to accept diamond swords.
The hopper beneath it can automatically turn off when the filter chest only has one diamond sword left. That way you never ruin the filter.
It does keep many of the downsides of current filters though (bulky, costly) but with the added benefit of being to sort non-stackable items too. So I can understand why people might want the more convenient allocator filter, but I think Mojang is more likely to add a less powerful filter component like this than a more advanced complete filter built into the hopper.
Engineering also gets a LOT simpler though if you just want the correct items to go in the filter chest, and they're your ultimate storage destination, rather than just a way of routing the items elsewhere. Then it'd be easy to make a storage room where items pass through hoppers above each chest until they reach the right one.
The simplicity of the allocator filter is what makes it work. You're adding a needlessly frustrating feature in exchange for multiple filters. (Allocator style hopper filter could have multiple filters but I disregard it for balance reasons.) With a single filter allocator method you line up a bunch of hoppers and actually make use of the minecart system to consolidate the items.
Mostly moved on. May check back a few times a year.
That kind of storage system would be very easy with this. Just connect a hopper to each filter chest in your base, and let a water current carry the items over each hopper. Everything would end up in the right filter chest, as long as you make sure to always keep at least one of everything in each chest.
{ EDIT }
I found a machine before that accepts diamonds and others too but if you drop the other items (not diamond) it will go to a dropper and drops to you.
I imagined of this like:
O
RHC
H=Hopper
R=Redstone
C=Chest
And if the "O" are diamonds, the hopper will accept it. And if the "O" are not diamonds, it will stay there or bounce. Am I right?
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/\
But then another hopper take the minecrats outside the chest, and it also takes the first minecart? The chest wont work then.
It can happen alot. You need to change the idea that the filters items have diffrent slots that cant be taken from by another hopper.
Until then, "sort of" support.
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Item sorters only work with stacks of items. The idea here is that you'd be able to detect non-stackable items like tools, armor, and potions.
Plus it would be way more compact and powerful than current item sorters. A single filter chest could detect and accept literally dozens of different types of items.
"Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
My suggestion would be to create a "router" block.
You would attach this (like a hopper) to any kind of container. This will be its input.
It will automatically attach to any other surrounding containers, which would serve as outputs.
You'd then open it up and, in the GUI, place whatever items you want it to route.
Then, whenever a defined item is found in the input container, it's taken and sent, round-robin, through the outputs.
If it has a redstone charge it works opposite; it'll grab any items from the input container that AREN'T among those defined in the GUI.
Unlike hoppers, filters would NOT be considered a container. This would prevent filters from connecting to other filters directly, thereby avoiding any logic mess.
That being said, this would be an expensive item to create. My suggestion would be:
Stone - Hopper - Stone
Dropper - Comparator - Dropper
Stone - Dropper - Stone
Alternatively it could require Dispensers instead of Droppers, to increase its cost even more. (+3 bows)
I think that would adequately represent the 1-input, multi-output nature of it, as well as the logical complexity involved.
And it would be the BEST. THING. EVER.
Supported! This would actually be really cool for mob farms and such, great idea!