Right now it is very difficult for automated systems to tell different items or blocks apart. There are some tests you can do on blocks, and hoppers can filter stackable items, but for many things it's simply impossible to tell them apart.
Here's an idea to fix that: The Redstone Sensor.
It would be a flat circuit somewhat similar to the comparator in appearance, except it would have inputs on the left and right side, and and output in front, forming an upside down T shape. There would be no rear input.
The sensor would compare the blocks adjacent to the left and right inputs, and output a redstone signal only if they are identical. It would not need a redstone signal to activate, just any identical blocks.
For example, if two cobblestone blocks are adjacent to it the sensor would output a signal. But it would not output a signal if a cobblestone block was on one side and sandstone on the other, or if one side had cobblestone and the other side had air. The two blocks must be identical.
If the blocks are containers, it would not only need to be the same kind of container, it would have to have the same contents. For example, two chests each with a diamond pickaxe would set it off. But one chest with a diamond pickaxe and another with an iron pickaxe would not.
In most cases redstone power is irrelevant to the sensor, but when it is adjacent to redstone components the components must have identical power levels too. For example, it could check to see if two repeaters are both on or both off. And since the inputs do not actually operate on redstone signals, just sameness, the repeaters would not necessarily need to be pointing at the sensor! It could measure the state of redstone components from their non-output sides, which could be very handy in many cases.
A sensor like this could be used to identify any block, and would allow more complex filtration systems that can identify individual non-stackable items.
This has many, many applications.
Interestingly, in that the already planned BUD switch also appeals directly to game mechanics, this is not without precedent.
So this can only detect blocks? Why not have it work with items aswell where you have to put an item inside the sensor's GUI. This would allow for a automatic sorting system of sorts.
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So this can only detect blocks? Why not have it work with items aswell where you have to put an item inside the sensor's GUI. This would allow for a automatic sorting system of sorts.
Actually this accomplishes that. But rather than give the sensor it's own inventory, it can read the inventory of containers.
It could compare two chests, or two dispensers, or two hoppers, or anything else with an inventory. It only outputs a signal if the two containers have the same exact contents. You could use that to build filtration systems.
For example, let's say you want to make a "leather helmet detector". You could have a chest with a leather helmet in it on one side of the sensor. Then hoppers can push items through another chest one at a time. If the item added to the second chest is also leather helmet the sensor will output a signal.
Here's an idea to fix that: The Redstone Sensor.
It would be a flat circuit somewhat similar to the comparator in appearance, except it would have inputs on the left and right side, and and output in front, forming an upside down T shape. There would be no rear input.
The sensor would compare the blocks adjacent to the left and right inputs, and output a redstone signal only if they are identical. It would not need a redstone signal to activate, just any identical blocks.
For example, if two cobblestone blocks are adjacent to it the sensor would output a signal. But it would not output a signal if a cobblestone block was on one side and sandstone on the other, or if one side had cobblestone and the other side had air. The two blocks must be identical.
If the blocks are containers, it would not only need to be the same kind of container, it would have to have the same contents. For example, two chests each with a diamond pickaxe would set it off. But one chest with a diamond pickaxe and another with an iron pickaxe would not.
In most cases redstone power is irrelevant to the sensor, but when it is adjacent to redstone components the components must have identical power levels too. For example, it could check to see if two repeaters are both on or both off. And since the inputs do not actually operate on redstone signals, just sameness, the repeaters would not necessarily need to be pointing at the sensor! It could measure the state of redstone components from their non-output sides, which could be very handy in many cases.
A sensor like this could be used to identify any block, and would allow more complex filtration systems that can identify individual non-stackable items.
Example:
Two identical blocks. Sensor is on.
Two different blocks. No signal output.
Only one block. No signal output.
Interestingly, in that the already planned BUD switch also appeals directly to game mechanics, this is not without precedent.
Support.
Actually this accomplishes that. But rather than give the sensor it's own inventory, it can read the inventory of containers.
It could compare two chests, or two dispensers, or two hoppers, or anything else with an inventory. It only outputs a signal if the two containers have the same exact contents. You could use that to build filtration systems.
For example, let's say you want to make a "leather helmet detector". You could have a chest with a leather helmet in it on one side of the sensor. Then hoppers can push items through another chest one at a time. If the item added to the second chest is also leather helmet the sensor will output a signal.
It's not wireless. It's basically a redstone switch turned on by a pair of identical blocks. It still needs to output the power normally though.