All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on Why does north/south facing break this observer block device?

    I watched a video about dropper elevators here:


    In it, the creator has one version for facing east/west and one for facing north/south. Why is this? I have made a simplified version, which I've taking a screen shot of below. I cannot understand why facing east/west changes the behavior of observers.


    I also can't figure out what is going in the broken version. Items end up in the top dropper, instead of the chest. I hear a click when it fires as well. So this tells me that the north/south version is firing too fast and the top dropper is triggering before the item is in the dropper. But why?

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Can SpiggotMC/Bukkit be hurting my multi-item sorter?

    After much research, the answer is definitely yes. This sever is capable of adjusting the timing on hoppers to be much slower and thus very much out of sync with the tango designs clock.


    This is what was happening in my design. I have fixed it my designing a new clock and extender to match the clock speed.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Potion Machine

    You won't be and to extract, but you could load water bottles and ingredients via dropper and load the droopers up with hoppers. This would be semi automatic, allowing you to press a button, or one of many buttons, and brew three of the potions of your choice, then manually extract them.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Item Sorting Systems and Lag

    It looks to me like you have a chest on top as an exit to your filter hopper. That's not the design I'm used to. What is the purpose off that top chest? It could cause you problems with the filter hopper emptying.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on sorting armor

    You could first try to push the items into the fuel slot of the furnace, which will accept the bows. However, I don't know if your plan to push the armor into the top could really work. The problem is that things that fail would need a way to me pulled out. Normally that's done with hopper underneath the one trying to push into the furnace or whatever container. But since the furnace is under it, you can't really do that, right?

    Posted in: Redstone Creations
  • 1

    posted a message on Non-Stackable Sorting Inquiry (Would like To filter Enchanted books from my Fish Farm)
    Quote from Romaq»

    Those options seem to be quite expensive for a fishing silo, but for heavy duty stuff I should be aware of them. I do wish we had a "filter block." I think the UI would look like a furnace. The item already inside determines what kind of item is allowed to drop and pass through it. Less laggy and cleaner than a redstone filter and works with nonstackables. But a filter block is unlikely to ever see a vanilla release.


    Hopefully pulling useful stackables, nonstackables, then auto burning the rest is a good start for the OP.


    The bow sorter with skeletons is ridiculous, yes. Way too hard and expensive just to get bow sorting. However, just burning them up is super simple and I prefer doing that, usually. But like I said, I have a way to switch it off so that I can gather some bows and rods sometimes. But mostly I just want levels, books, and to keep my leather topped up. Also I guess the sticks see a lot of use and string can make wool.
    Posted in: Survival Mode
  • 0

    posted a message on villagers not harvesting crops anymore

    I have had trouble with mine where a water elevator was allowing baby villagers to glitch their heads into blocks and die. I didn't notice for a long time because I'd load my chunk by working around my base and checking every few minutes. It wasn't until I was lucky enough to come by at exactly the right time that I realized what was happening. If this does happen, it can slow the breeder way down and then when they so finally breed the baby dies quickly resting the whole issue.


    Also how sure are you that there are no other villages near the doors within five blocks in the Y direction?

    Posted in: Survival Mode
  • 0

    posted a message on Non-Stackable Sorting Inquiry (Would like To filter Enchanted books from my Fish Farm)
    Quote from Romaq»

    Unfortunately, it is horribly hard to filter on "just fishing poles" or "just books". I'm not sure that can be done at all, except for using command blocks


    You can sort bows by equipping them to skeletons. Gnembon has a video where he does this. Also, you can sort out both fishing poles and bows so long as you're willing to burn them by using furnaces. This is what I do but I have a disable switch in case I want some of them later.

    You can sort water bottles by pushing them into brewing stands. This leaves you with enchanted books and saddles which I've never found a way to sort or eliminate.
    Posted in: Survival Mode
  • 0

    posted a message on Can SpiggotMC/Bukkit be hurting my multi-item sorter?

    A friend and I have created a multi-item sorter. We're followoing TangoTek's here:


    It works in creative but not on our server. We've even tried changing repeater timers according to an upvoted comment on that video. Is it possible that the fact that our server is running SpiggotMC or Bukkit is having a negative effect? Sadly I can't give a world download because I can't download the world. I'm not the admin. Just wondering if this could be an issue and if anyone has any fixes that are known.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Why is my simple automated villager carrot and potato farm not working?
    Quote from MartinTheMess»

    Are those wooden doors I see in some of your pics being counted as houses? If so, the farmer may not be picking crops during the night, but instead trying to get "inside", wherever that is. Are the farming areas in general within 64 blocks of a village? They might be trying to go to the village instead of farming.


    Those are wooden doors. It is recognized as a home for the villager. It's explained in the video. Sending the villager into the house every night causes him to share food with the catcher villager more often and increases efficiency of the farm. There are no recognized villages near by. My potato farm seems to be produce okay. My carrot farm of the exact same design right next to is is not, sadly. I'm not sure why.
    Posted in: Survival Mode
  • 0

    posted a message on Why is my simple automated villager carrot and potato farm not working?

    Update: sadly this is not resolved. I think I do need a catcher hut that prevents the tosses from getting to the catcher villager. I gave my catchers 8 stacks of seeds until they wouldn't pick up anything else. The farm shot up in production for a while. But shortly there after, it has stopped output.


    Does anyone know about villager behavior when it comes to food sharing and full inventories? Is it possible for the villager to drop seeds they are carrying in favor of food they are being tossed? Is it possible that a farmer could see a villager with seeds and decide they are not hungry? That sounds impossible otherwise the villagers would not have tossed food to my villager even when they'd just entered the hut.

    Posted in: Survival Mode
  • 0

    posted a message on Why is my simple automated villager carrot and potato farm not working?
    Quote from MartinTheMess»

    One possibility is that the villagers have changed slightly the way they throw/catch food since that vid came out. I know some other designs had to be updated since then. If the non-farming villager (the "catcher") manages to catch even the occasional bit of food, eventually his inventory will fill up, and then the farming villager (the "pitcher") will stop trying to throw food to him, and now the pitcher's inventory will fill up and then he'll stop harvesting altogether. If this is the problem, the catcher villager needs to be replaced or get his inventory emptied. If he's a brown-coated, apronless farming-capable guy, you can empty his inventory by moving him to a large field of tilled/hydrated soil and following him around as he plants crops and immediately harvest them, and/or moving him to a village whose population is below the maximum and let him breed and/or throw food to other villagers until his inventory is all or mostly empty. Or regardless of his clothing choices, you can just toss him in the nearest lava lake, feed him to a zombie, or drop him into the void or however you dispose of unwanted villagers and bring in a new guy to replace him.


    Personally, I use this design, with a few cosmetic tweaks of my own in the lighting department:


    I also use a sorting/transportation method of my own design to collect the drops once they fall through the central shaft. Then the food drops get taken via minecart to my trading mall and automatically deposited into chests to be sold to other farmer villagers for emeralds and XP. You can inspect my version in action on this world download.


    Thanks for your reply. As stated in the OP, I agree this is probably what was happening. I think you might be right about the tossing mechanics. I have solved this problem by replacing the villager with a new villager with 8 stacks of seeds in their inventory and the farm is up and running now. Seems to be producing but I should hold out to see if that continues for real. The fancier pod for the catcher in that video probably works in 1.12.1 but just having them stand on a few hoppers with 8 stacks of seeds in their inventory is a lot simpler and it gives me a lot of flexibility in where I put the hut them to stay. So I'm going with that.
    Posted in: Survival Mode
  • 0

    posted a message on Why is my simple automated villager carrot and potato farm not working?

    I just made this design in my survival world:


    I'm playing on vanilla SMP 1.12.1. I also have a screen shot of the hut I personally made for the villager that is to be fed. It is attached.


    This farm was working at one point. Kind of. The output was never quite good but it did produce some carrots and potatoes on the other one I made (same exact design). But then it stopped outputting and the villager has observably stopped (or really slowed to a crawl) his farming.


    What I suspect has happened is this that the inventories have filled up. I am guessing that my hoppers are not stealing the food that the farmer tosses to the other villager properly. I think there's a small probability that the tosses will end up in my hoppers, but mostly they are going to the villager like the farm intended. That's how I got a small amount of output and now that both villagers are not hungry (their inventories are full) the farm is filling up with unharvested food that they don't need and output has more or less stopped.


    Can anyone see what I've done wrong here? Is there a better way to get them to toss their drops into the hopper?

    Posted in: Survival Mode
  • 0

    posted a message on What do you think of our redstone support block standard

    My friend and I build a lot of redstone contraptions together. One part of this often involves bashing through new areas that might abut other rooms where we've built things. We've probably all been there. You bash out a block of dirt only to realize that block of dirt was, on the other side, supporting a redstone comparator for your other device in the adjacent room. Or maybe you're looking at a circuit you rerun some redstone dust another direction only to realize it was crucial that it ran the previous way, because it was powering something though a block. So my buddy and I came up with a standard set of blocks to use for redstone contraptions.


    Here's the standard:

    Stone slab : use to hold up redstone components that need a block to be placed on top of

    Polished andesite : used for blocks that are powered or unpowered based on the working of the circuit

    Polished granite : used for blocks that are always powered by the circuit, and could be redstone blocks

    Polished dorrite : used for blocks dust is flowing down the side of to a lower block, but are not being used for power.


    The goals are as follows.


    1) Use blocks that do not occur naturally. Where possible, avoid blocks you tend to build your own aesthetic builds with. This will make it clear that a block that you're looking at is exclusively for redstone. If you encounter the backside of one of these blocks when breaking out new area, you'll know it's supporting redstone.


    2) Increase the readability of the redstone circuits. Some blocks only support redstone comparators, repeaters, or dust from the bottom. But some are required to be powered. Sometimes blocks in a circuit are powered, but it's just incidental. A good block standard should tell the viewer what this block is actually being used for.


    3) Blocks should be very cheap. Ideally blocks that I have lying around that I'm not using or easy to make with them.


    4) Blocks should not occur naturally in the environment so that I know these were placed by us.


    Here's the rationale behind why blocks were chosen.


    Stone slab: Use this for a block to place redstone on top of. Dust, repeaters, and comparators all need a block to be placed on top of. But they don't need to be solid blocks. Stone slabs are a great choice for this because they tell the viewer that even though redstone dust is flowing over this block, we're not using the powered that the block is getting for anything in the circuit. Slabs are also half as costly as a full block and stone slabs in particular have really strong boarder contrast, so it's super simple to count the number of blocks in a row.


    Polished Granite: Used for any block that is always powered. This is for things like placing rails down on blocks and leaving an always-on lever to power it. These blocks are used when you could have just placed a redstone block, but you wanted to save redstone.


    Polished Andesite: Used for blocks that are sometimes powered, and sometimes not. Flowing power through a block is a very common technique. It's nice to know which blocks in a circuit are used for this. So we use polished andesite.


    Polished Dorrite: Used for downward redstone dust stair cases. Often you need to take a step down, maybe even several in a staircase. You cannot do this with slabs. So we want a block that says "There's redstone dust on here. Yes it will be powered, but the only reason I'm using a solid block here is to allow redstone dust to flow down the side. In the event that block is used to flow dust downward, while also being used for it's powered property, the powered property should win out, and it should be made of polished andesite.


    This standard should be used loosely. Often times you make redstone contraptions, you're using some aesthetic blocks both for the visible portion of your build, but also they have power running through them. In those cases, choose your aesthetic block. This standard is one we use for large contraptions that are hidden behind the aesthetic wall or floors of the creation. In any case, we always avoid putting redstone on to the existing dirt or stone that happens to be in the environment.


    What do people think? Have I missed anything? I haven't added a stair block, you might notice. I can't think of any scenario where a stair block is necessary in a redstone contraption where it's not also an aesthetic block. For example, people often use stairs to cover up a wall on one side but they need it not to cut a redstone dust wire on the back side. In these cases, I'd just use whatever aesthetic block matches the wall, so this would be a case-by-case choice.

    Posted in: Redstone, Commands and Mechanisms
  • 0

    posted a message on Can anyone tell me why my hidden shulker box storage works in creative but not on my server?

    This is happening even when I'm the only person on my server. The hopper catches the shulker box about 30% of the time, very roughly. The other times it appears on top of the slab that broke it. I guess it must be lag that causes the difference. Does anyone know how to make this design a little more lag proof?

    Posted in: Redstone, Commands and Mechanisms
  • To post a comment, please or register a new account.