This is a way to automatically collect items from a gravity trap, and move items upward. It's still a rough idea, but hopefully it can be improved upon.
Gravity Trap:
Most gravity traps cannot transport items efficiently, since mobs usually do not take damage when falling into water. Putting fences beneath the water causes mobs to take complete fall damage, while still allowing items to be transported. Since items can be moved to a central collection point, it is possible to have a large mob trap with many gravity traps.
Mobs almost never survive the fall, so an additional lava trap is needed. "Almost never" is an interesting concept!
Moving Items Up:
This isn't necessarily practical, but it can be done (slowly). This uses gravel bouncing at a very specific frequency, slow sand, and currents.
Each step, simplified, looks like this. Red cloth represents sand, and blue cloth is a water source. Importantly, the water beneath the boats must be raised before exiting the save, or the sand might fall. Example
The sand may need to be reactivated with redstone when the save is opened.
Edit: All four sides of the sand must be covered or items will fall through, image is incorrect.
The gravity trap in action, with items moving upward
Since it is difficult to show the exact layout with screenshots, here is the save. Edit: Uploaded new save, redstone was broken Edit 2: All sides of the bouncing sand must be covered, or items will slip though. Uploaded new save with (hopefully) 0% item loss. http://www.mediafire.com/?8ogvgej783y36xx
No Burnout Rapid Pulsar
This is a very fast rapid pulsar, but it is not the best for dispensers and note blocks, since they cannot respond to every pulse. Still, it has some interesting properties. It creates a rapidly alternating current when powered, but does not visibly switch on and off. It acts as a stable current for redstone torches and repeaters, and as a very fast clock for other devices. Doors open and close with no animation.
Since the current can power redstone torches without burning out, it is possible to convert the alternating current back into regular power. The dispenser on the right will fire repeatedly, and the dispenser on the left will only fire once.
One advantage to this circuit is that it reliably creates a repeating signal that spends equal time on and off, and is very compact. The sand cannot fall, so the circuit is reusable. A disadvantage is that some redstone devices actually respond more quickly to a slower pulse.
Finally a genius capable of rivaling Ethos. If the two of you were to join forces the world (of minecraft) would explode like the corpses of a thousand aborted creeper babies.
ok, had a look, OMG LAG. I had to turn it onto peacful after 5 minutes because I couldn't move.
but some critiques. It's awesome you figured out how to move items up, but regrettably it loses slightly over 50% of the items under the boats and that only with a few steps... with more steps you eventually get nothing that reaches the top.
I would try putting a hole under the boats that has a stream leading back to the 1 level or 2 levels back so the items can have a second attempt at rising. This would solve all the problems except for the very lowest level which would still lose items and has no viable way to lift them except for the exact same method that is losing them :sad.gif:
Also I have no idea how or why that redstone works... what constitutes the timing circuit? just the torch and a sand block? or is the boat involved?
and finally any southwest dependancy here? cuz I was thinking you could maybe try spiralling it up to make an item elevator.
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Wow, these are some amazing inventions! So, let me try to understand all this:
Fences act as 1.5 blocks for mob hit boxes, but as 1 block for water, so you can have the water between the 1 and 1.5 mark, so the mobs land on solid ground.
Sand bounces on boats, so you can shove some items where it would be when it bounces back up, and the items will be forced upwards.
If the top of the boat is nearly level with the ground, the sand that bounces on it will bounce ridiculously fast. You can then use that sand to block off a redstone current repeatedly.
but some critiques. It's awesome you figured out how to move items up, but regrettably it loses slightly over 50% of the items under the boats and that only with a few steps... with more steps you eventually get nothing that reaches the top.
I would try putting a hole under the boats that has a stream leading back to the 1 level or 2 levels back so the items can have a second attempt at rising. This would solve all the problems except for the very lowest level which would still lose items and has no viable way to lift them except for the exact same method that is losing them :sad.gif:
That's a really good idea to try to recollect the items. The difficult part is having moving water under the boats and still keeping them in place. It's strange, though, since it did not seem to lose items often when I tested it. The timing of the sand is somewhat random, maybe it is affected by the fps? In any case, it still needs improvement.
It does not use the southwest glitch, so it should work in all directions.
The rapid pulsar uses sand bouncing on a boat, which changes between a block and an entity, and repeaters can only carry a signal though solid blocks.
Don't mean to bump this again, but (I think) I found the cause of the item loss. All sides of the bouncing sand must be covered, or items will slip though the cracks. One block was missing on the first step, and most of the items were being lost through there. In addition, the redstone wire was replaced by repeaters and solid blocks. No items were lost after four tests with 64 items.
I just discovered that technique of moving items upwards a few minecraft days ago, I never thought of anything useful for it. Good job finding a use for it!
Gravity Trap:
Most gravity traps cannot transport items efficiently, since mobs usually do not take damage when falling into water. Putting fences beneath the water causes mobs to take complete fall damage, while still allowing items to be transported. Since items can be moved to a central collection point, it is possible to have a large mob trap with many gravity traps.
Mobs almost never survive the fall, so an additional lava trap is needed. "Almost never" is an interesting concept!
Moving Items Up:
This isn't necessarily practical, but it can be done (slowly). This uses gravel bouncing at a very specific frequency, slow sand, and currents.
Each step, simplified, looks like this. Red cloth represents sand, and blue cloth is a water source. Importantly, the water beneath the boats must be raised before exiting the save, or the sand might fall. Example
The sand may need to be reactivated with redstone when the save is opened.
Edit: All four sides of the sand must be covered or items will fall through, image is incorrect.
The gravity trap in action, with items moving upward
Since it is difficult to show the exact layout with screenshots, here is the save.
Edit: Uploaded new save, redstone was broken
Edit 2: All sides of the bouncing sand must be covered, or items will slip though. Uploaded new save with (hopefully) 0% item loss.
http://www.mediafire.com/?8ogvgej783y36xx
No Burnout Rapid Pulsar
This is a very fast rapid pulsar, but it is not the best for dispensers and note blocks, since they cannot respond to every pulse. Still, it has some interesting properties. It creates a rapidly alternating current when powered, but does not visibly switch on and off. It acts as a stable current for redstone torches and repeaters, and as a very fast clock for other devices. Doors open and close with no animation.
Since the current can power redstone torches without burning out, it is possible to convert the alternating current back into regular power. The dispenser on the right will fire repeatedly, and the dispenser on the left will only fire once.
One advantage to this circuit is that it reliably creates a repeating signal that spends equal time on and off, and is very compact. The sand cannot fall, so the circuit is reusable. A disadvantage is that some redstone devices actually respond more quickly to a slower pulse.
Edit: Extremely fast clock
OFFTOPIC: Your avatar is the coolest thing... Like, EVER! I just watched it about 6 times...
ONTOPIC: I've never made a mob trap before but i think i might make a smallish drop trap and implement your fences idea! Should be awesome!
Paininabox's Thread O' Links tips, tricks and a wealth of consolidated info!
but some critiques. It's awesome you figured out how to move items up, but regrettably it loses slightly over 50% of the items under the boats and that only with a few steps... with more steps you eventually get nothing that reaches the top.
I would try putting a hole under the boats that has a stream leading back to the 1 level or 2 levels back so the items can have a second attempt at rising. This would solve all the problems except for the very lowest level which would still lose items and has no viable way to lift them except for the exact same method that is losing them :sad.gif:
Also I have no idea how or why that redstone works... what constitutes the timing circuit? just the torch and a sand block? or is the boat involved?
and finally any southwest dependancy here? cuz I was thinking you could maybe try spiralling it up to make an item elevator.
Paininabox's Thread O' Links tips, tricks and a wealth of consolidated info!
Fences act as 1.5 blocks for mob hit boxes, but as 1 block for water, so you can have the water between the 1 and 1.5 mark, so the mobs land on solid ground.
Sand bounces on boats, so you can shove some items where it would be when it bounces back up, and the items will be forced upwards.
If the top of the boat is nearly level with the ground, the sand that bounces on it will bounce ridiculously fast. You can then use that sand to block off a redstone current repeatedly.
Is this all correct?
The New Boat Elevator
Simple Drowning Trap
Complex Drowning Trap
Note Blocks - The Blue Danube
Minecart Rider Detection System
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That's a really good idea to try to recollect the items. The difficult part is having moving water under the boats and still keeping them in place. It's strange, though, since it did not seem to lose items often when I tested it. The timing of the sand is somewhat random, maybe it is affected by the fps? In any case, it still needs improvement.
It does not use the southwest glitch, so it should work in all directions.
The rapid pulsar uses sand bouncing on a boat, which changes between a block and an entity, and repeaters can only carry a signal though solid blocks.
Fixed save: http://www.mediafire.com/?8ogvgej783y36xx
I'll check it out again!
Paininabox's Thread O' Links tips, tricks and a wealth of consolidated info!